...if you're a healer, or a tank, or have an OS in either of those two categories. Having recently dinged my priest to 80 and in an attempt to gear her up rapidly for arena with Ihra's forsaken partner, I ran a few calculations. Here's an interesting thing, if you are not doing arena to get the relentless gear, which is another post in itself. While you are still buying set pieces, running a heroic probably nets you a better honor return than running a battleground, under certain circumstances (ie, you control wintergrasp).
The average dungeon in WOTLK contains 4 bosses (I added them all together, and then averaged). Which nets you, in terms of honor,
- 4 bosses x 4 stone keeper shards = 16 stone keeper shards
- 6 emblems of triumph (4 for the bosses, 2 for completing)
There are 5 set pieces to buy:
* shoulders = 34,700 honor / 50 emblems, 1 EoT = 694 honor
* legs = 34,700 honor / 75 emblems, 1 EoT = 462.67 honor
* gloves = 43,300 honor / 50 emblems, 1 EoT = 866 honor
* helm = 54,500 honor / 75 emblems, 1 EoT = 726.67 honor
* chest = 54,500 honor / 75 emblems, 1 EoT = 726.67 honor
To wit, the average is that one emblem of triumph = 695.202 honor.
30 stone keeper shards = 2000 honor, 1 shard = 66.67 honor
So your dungeon run, which probably took you about 20 minutes (assuming the negligible queue of a healer, or a tank), netted you
6 EoT X 695.202 = 4171.212
16 SKS X 66.67 = 1066.67
Total : 5237.879 / 20 minutes = 261.89 HPM
Which compares very favorably to anything except AV on holiday. So if you are
1) gearing up your set pieces
2) a healer or a tank
3) in control of WG
then don't pvp gear by doing pvp /sadface.
Showing posts with label battlegrounds. Show all posts
Showing posts with label battlegrounds. Show all posts
Thursday, September 9, 2010
Tuesday, August 17, 2010
What will you require?
This is not a long analytical post...it's a short, thought-provoking post. With luck, I will suffer the fate of Gnomeaggeddon and Cynwise will turn it into a fantastic post for me later ;-).
Cataclysm will offer us the chance to put together full premades for rated battlegrounds. It stands to reason that people will have more requirements for these premades then we do currently. What would you require, if you were running one? What are you working on now, to prepare for trying to meet other people's requirements? I think the major options are the same as they currently are for raiding --
I. Guild Runs
II. PUGs with a GS requirement
III. PUGs with an achieve requirement
IV. The always-popular PUG with no requirement whatsoever
I'm not going to discuss I & IV. If you are lucky enough to have the former, or idiotic enough to do the latter, in either case you are not going to receive any help from this blog.
II. Gearscore
I think this is probably as stupid as it is when running a PVE raid...it's easy to game the system by wearing the wrong gear (PVE in this case, despite the usual stereotype being to wear PVP gear to game a pve GS requirement). But maybe it has some value if you combine it with an inspection.
III. Achieves
This is where I think most people are likely to go; it seems to be the route of choice for PVE content currently also. The question is, what achievements would you ask for? Or are you looking for currently? Certainly I think a Battlemaster or a Gladiator title would probably net you an easy invite in the same way that posting a 25-man kingslayer gets you an icc-10 normal achievement faster than you can type it out. Is that extreme? Probably. I think I would gun for the individual mastery achieves, or maybe even just the veteran (100 wins) of whatever BG we're premading.
I recently put Ihra back into a pvp guild called We Met During Skirmishes, which is arena-centric. They are not going to let anyone into their rated premades who doesn't have a 2k arena achieve in some bracket. Allegedly there are "too many 1800 carries" for that to be respectable anymore. I don't think I approve of this -- I've seen too many well-geared arena masters in BGs who care about topping meters and not working as a team. I think arena encourages small-scale cooperation but that people for whom arena is their sole focus tend to miss the bigger picture cooperation necessary in BGs. On the other hand, rated BGs are supposed to be as SRS BSNS as arenas are now, or at least the rewards are the same. So maybe having a cross-achieve like that is useful. Or another thing that hasn't really been discussed, is that *rated* BGs implies that you're going to have some kind of rating associated with your name. More fluid than an arena team, I would imagine, but will they have formal teams associated (Maybe you can put up to 30 people on them?) with the rated BGs in addition to pugs? If so, maybe requiring that kind of achieve/rating would be a good idea instead.
What would you require?
Cataclysm will offer us the chance to put together full premades for rated battlegrounds. It stands to reason that people will have more requirements for these premades then we do currently. What would you require, if you were running one? What are you working on now, to prepare for trying to meet other people's requirements? I think the major options are the same as they currently are for raiding --
I. Guild Runs
II. PUGs with a GS requirement
III. PUGs with an achieve requirement
IV. The always-popular PUG with no requirement whatsoever
I'm not going to discuss I & IV. If you are lucky enough to have the former, or idiotic enough to do the latter, in either case you are not going to receive any help from this blog.
II. Gearscore
I think this is probably as stupid as it is when running a PVE raid...it's easy to game the system by wearing the wrong gear (PVE in this case, despite the usual stereotype being to wear PVP gear to game a pve GS requirement). But maybe it has some value if you combine it with an inspection.
III. Achieves
This is where I think most people are likely to go; it seems to be the route of choice for PVE content currently also. The question is, what achievements would you ask for? Or are you looking for currently? Certainly I think a Battlemaster or a Gladiator title would probably net you an easy invite in the same way that posting a 25-man kingslayer gets you an icc-10 normal achievement faster than you can type it out. Is that extreme? Probably. I think I would gun for the individual mastery achieves, or maybe even just the veteran (100 wins) of whatever BG we're premading.
I recently put Ihra back into a pvp guild called We Met During Skirmishes, which is arena-centric. They are not going to let anyone into their rated premades who doesn't have a 2k arena achieve in some bracket. Allegedly there are "too many 1800 carries" for that to be respectable anymore. I don't think I approve of this -- I've seen too many well-geared arena masters in BGs who care about topping meters and not working as a team. I think arena encourages small-scale cooperation but that people for whom arena is their sole focus tend to miss the bigger picture cooperation necessary in BGs. On the other hand, rated BGs are supposed to be as SRS BSNS as arenas are now, or at least the rewards are the same. So maybe having a cross-achieve like that is useful. Or another thing that hasn't really been discussed, is that *rated* BGs implies that you're going to have some kind of rating associated with your name. More fluid than an arena team, I would imagine, but will they have formal teams associated (Maybe you can put up to 30 people on them?) with the rated BGs in addition to pugs? If so, maybe requiring that kind of achieve/rating would be a good idea instead.
What would you require?
Tuesday, July 6, 2010
How to Run a Premade
Why wait for Cataclysm? There's nothing stopping you from running an organised group into a battleground now (a "premade"). A premade is to PVP what a guild raid is to PVE -- or described on the flip side of the coin, going into a BG without one is like trying to use trade chat to find an ICC PUG that's not going to fail. On a Monday evening right before reset. This post is geared towards newer people who have found their appetite for PVP whetted by the iminent Cataclysm, and want some information on how to get started before that hits and the world is changed forever.
I. Limiting Mechanics
II. Your Raid Composition
III. Leading the Raid
IV. Managing the Other People
V. Ending the Raid / Consistency
I. Limiting Mechanics
Blizzard restricted the amount of people you could take into a premade a while ago. Widespread wisdom suggests that you can only take a party-sized group of 5 with you, and to some extent this is true. But only to some extent. I formed a raid group of six over the weekend and attempted to queue for everything, with the following results:
Warsong Gulch (10) : Works with a raid
Arathi Basin (15) : Works with a raid
Eye of the Storm (15) : Works with a raid
Strand of the Ancients (15) : Works with a raid
Alterac Valley (40) : Limited to a party of 5.
Isle of Conquest (40) : Limited to a party of 5.
Random BG (??) : Limited to a party of 5, presumably because you might get one of AV/IOC, which apparently want you in smaller groups.
This is a little counterintuitive -- the smaller BGs allow you to take a larger group into them, exerting more control over the outcome, while the two largest battlegrounds restrict you to a small group. I wish I could explain Blizzard's logic here, but I can't.
There are ways to get around this, though they are cumbersome. An addon such as Preform AV Enabler will queue everyone in your party as individuals, and only enter you if everyone gets into the same one. I have used this addon in the past and found it to be clunky and time-consuming, apart from the difficulty of requiring everyone in your premade to have it installed...which if you're recruiting your premade out of trade chat and not out of a solid PVP guild that requires its members to have it, will cause yet more delays as everyone goes to go get it.
You might ask why that's worth it, and the answer is that Blizzard first attempts to queue premade groups against each other, considering the significant tactical advantage that accrues to people who queue as a group with instantaneous voice communication. Only after a set amount of time failing to do so will Blizzard match your group up against a pug, which you will undoubtedly stomp. AV Enabler (or addons like it) allow you to game the system into thinking you're all queueing separately (ie, not a premade) when in fact you're not -- guaranteeing you disorganised opposition. If you're one of those people who claimed to be excited when blizzard gave the ability to turn off XP so that your geared twink could face other twinks, but in reality stopped playing b/c your actual enjoyment came from roflstomping lvl 10-12s in grey gear...then an addon will let you enjoy that again. I personally do not find the organisational headache worth the tradeoff -- it inevitably takes a long time to get all the kinks straightened out with an AV Enabler group, and I would rather spend that time actually pvping -- but if you do...I've given you the resources to do it.
II. Your Raid Composition
I'm assuming that you're rolling with a 5-man premade, in order to be able to use the random BG queue and maximise your honor return. On a holiday weekend which allows it, you could make a larger one. Those five roles should probably be, with some variation as the situation calls for:
A Single-Target Healer
A Holy Pally or a Disc Priest work well here -- these are particularly useful in games where keeping one person alive is important -- the flag carrier in WSG, or a tank in AV or IOC. They also have nice synergy if they're traveling with your other healer --
A Raid Healer
Priority here goes to Resto Shamans, Resto Druids, or Holy Priests (assuming you can find any of the latter who PvP). These are useful when you need to keep a group of people alive -- defending or attacking a node/tower (AB/EOTS/AV/IOC), or trying to recover a flag (WSG). You can see, I think, that if you are forced to unbalance your group, it's a little better to have two raid healers than two single-target healers, just b/c of their slightly wider area of usefulness.
AOE CC
I like to take a lock or a mage here, for Howl of Terror / Frost Nova, respectively. A priest can also fill this role, or dual fill that role if you already have a priest as one of your healers. The ability to take a large chunk of an enemy force out of action, even for the smaller amount of time that you usually trade in order to get that AOE capability, is critical in several BGs -- it can buy your flag carrier in WSG needed space to get out of midfield, or put a lot of people out of range of your demos in SOTA (you only run as fast as the demos, barring things like sprint or dash, so once you get behind them you'll stay behind).
The Sneaky Folks
A rogue, or a druid (feral or otherwise) can provide you with valuable reconnaisance, spying out enemy weak points without putting themselves into harm's way. It helps that both of those classes also have solid single-target CC (sap, roots/hibernate/cyclone)
Everyone Else
Mostly you fill this with any dps; in some specialised instances you may want this slot to go to a tank -- WSG to run a flag, or AV/IOC to tank the enemy general NPC. If your premade goes to 8 or more people, I would bring a third healer.
Recruiting
Generally, you can fill your slots from four places, in descending order of usefulness : from your guild, if you set the event up on your calendar beforehand; from your friends list, especially if you make an effort to keep other PvPers on your realm on your FL; trade chat; and from the BGs you run -- if you see other people from your realm while you're running your premade, feel free to invite them along on your next queue.
A word about trade chat : you need to say three things. First, "LFXm to run some premades", replacing the X with your number. This conveys the idea that you know what you're looking for, which builds people's confidence that they're not signing up for a waste of time. Some servers have a negative connotation associated with the word "premade", for reasons that escape me, or people may not know what they are (if you're on a normal server, especially), and so sometimes you can get better results if you say "LFXm to run some (battlegrounds / battleground premades) with". Second, mention that they should have vent, and resilience. Again, this is a confidence builder. If you want to name a specific figure for resilience, that's fine too (5-600 is good); I usually just say "decent resilience" and rely on people to know what their own capabilities are. If someone doesn't know what they should have, I figure that's maybe not somebody I want running with me. Possibly that's judgmental of me, feel free to vary that. I say "decent" and I get people whispering me saying "I have 1100, is that ok?" which is amusing in its own way. Lastly, I like to put a smiley face, or an exclamation point (ONE ONLY) at the end...it demonstrates enthusiasm, that while you're going to be running something with a serious desire to win, you also haven't lost sight of the fact that you're also trying to have fun.
III. Leading the Raid
It is reasonably important that you have vent. You can run a premade successfully without it, but the quality of your win will be correspondingly decreased...much like trying to organise a PUG of any wing past the first in ICC without vent. You might pull it off...but it will be messy.
It is more important that you have a plan for every battleground you go into. Remember how we used our advertisement to give an illusion of self-confidence? Now is the part where you have to deliver on that, or you are not going to retain the people you recruited. This is where having two healers is crucial -- it gives you more flexibility to split your team in half to do a couple things at once. Within reason, the more map coverage you can get onto your vent, the more up-to-the-second information you have as the leader to determine what needs doing. Don't take this to extremes though -- sending one person to each node in AB may get you more information, but it nullifies your advantage.
In WSG, for example, I like to leave two to defend the flag (sneaky dps + me as druid heals, usually, but you could make any combination work) and 3 to go get the opposing flag with the crowd of PUGS. Once they make it back we swap to the FC and his healer (we send out the single-target heals usually) staying behind, and I take the other two dps with me to go lead an attack. By having a strong presence in both groups we have a good amount of influence.
The splitting also works well in a game like AB or EOTS, where you may need 5 people to take a node, but you certainly don't need 5 to hold one.
Speaking of lead...try to get yourself promoted to BG Lead...there's something about having different colored text that will occasionally make people listen to you.
Assist. The second guild I was ever in, a lovely PVP guild back on Emerald Dream called Meridius (and later, I regret to announce, DEVASTATE, yes in all caps), was fond of using an assist method, and I've carried it over to my premades. I usually pick a ranged dps before we go into a BG, or failing that I'll do it, to pick out high-priority targets and call over vent for an assist. I do this now just by having them say "assist" over vent, and making sure everyone has a macro made up beforehand that says "/assist XYZ". This is important for knocking down things like healers, or that Kingslayer DK with shadowmourne who's going to rip you all to shreds if you leave him up. It's also better that this person be someone at range b/c melee are...well...melee. They have a harder time seeing the bigger tactical picture than someone who's at a few steps remove from the brawl.
IV. Managing the Other People
One of the most distressing mistakes you can make is to forget that half your team, or more, is not on vent with you. Remember to relay information that you have in vent onto BG chat, if you expect anyone to do anything about it. I've led premades that went down to failure, only to realise afterwards that probably nobody had any clue what was going on b/c BG chat was totally silent.
The reverse is also true of course -- remember to READ BG chat as well.
There are two schools of thought on whether you should announce at the beginning of the battleground that you are a premade. School 1 suggests that you should do this, b/c it gives you auto-respect/authority and makes people more willing to cooperate with you. School 2 does not do this, b/c if you lose then the pugs will ridicule you incessantly. I belong to school 1...a) you should not be caring what pugs think b/c odds are you're not going to see them again, and b) I know that when I pug and someone announces a premade, I get all excited and just want to help. I don't think I'm alone in having that reaction either.
It is important that you value the pugged people you're with -- they are part of your team no less than your vented premade mates, but you guys can't be everywhere unless you're a full premade in which case...you shouldn't be reading this section anyway. Thank them for their help, both at the beginning, and at the end. Be civilised and polite, yet firm and authoritative. You are the default leader...act like one.
That being said, try to keep on top of what pugs are doing and tailor yourself accordingly. It is inevitable that some people will not listen to you. Try to work your premade's (people who WILL listen to you) strategy around that as much as possible, without fatally compromising your original plan. Hopefully you're using something reasonably simple that most people would already (*cross fingers*) be doing anyway.
I like to make my announcement at the beginning something along the lines of "Hello everyone. This is a partial Draenor premade...we will be handling XYZ, and we would appreciate it if you guys could do ABC. Thanks for playing with us!"
V. Ending the Raid
You should have in mind how long you plan on going -- someone may ask, and it looks better if you have an idea. That being said, don't be surprised if you have to swap people out more frequently than you thought. People are finicky about BGs...some people only want to go once, some people would go all night if you left them. I generally try to go for two hours or so, but sometimes cancel early, and sometimes go past. Have a finger on the pulse of it, and if it seems like your premade is not having fun, it may be time to call it.
The MOST IMPORTANT THING, and I cannot stress this enough, is that you NOT LOSE THE PEOPLE YOU RAN WITH. Offer to trade friend requests, get those people on your contact list so that you can grab them again. You will run better premades if you run them with people you've run with before. It's true in raiding, and it's true in BGs. I have reached the point where I usually fill 80% of my premades out of my friends list before I hit trade. Which is kind of like the job market, really...most jobs you never see advertised b/c they're filled by networking before it ever gets that far. If you run premades consistently (every saturday at 1pm! or whatever), create the event on your calendar and make sure that those people get invites. If you have too many friends...try to rotate them around so that everyone is getting a chance to run once in a while so you don't forget each other.
A good premade is like a raid that one-shots all the way up to LK...it's an exhilarating experience that has the capacity to completely overturn people's opinions about PvP. They are hands-down your best recruitment tool if you are trying to convince someone who "hates" PvP that it's really quite fun. And of course, it's more fun for you too. It goes without saying, I hope, that premades generally enjoy much higher win rates than going in solo. And they also give you the power to make legitimate attempts at the harder BG achievements (Resilient Victory in AB, anyone?). And yet for all that, they are not formed very frequently. I pose the theory that this is due to a dearth of people willing to step up and lead. Go forth and be a PvP missionary!
I. Limiting Mechanics
II. Your Raid Composition
III. Leading the Raid
IV. Managing the Other People
V. Ending the Raid / Consistency
I. Limiting Mechanics
Blizzard restricted the amount of people you could take into a premade a while ago. Widespread wisdom suggests that you can only take a party-sized group of 5 with you, and to some extent this is true. But only to some extent. I formed a raid group of six over the weekend and attempted to queue for everything, with the following results:
Warsong Gulch (10) : Works with a raid
Arathi Basin (15) : Works with a raid
Eye of the Storm (15) : Works with a raid
Strand of the Ancients (15) : Works with a raid
Alterac Valley (40) : Limited to a party of 5.
Isle of Conquest (40) : Limited to a party of 5.
Random BG (??) : Limited to a party of 5, presumably because you might get one of AV/IOC, which apparently want you in smaller groups.
This is a little counterintuitive -- the smaller BGs allow you to take a larger group into them, exerting more control over the outcome, while the two largest battlegrounds restrict you to a small group. I wish I could explain Blizzard's logic here, but I can't.
There are ways to get around this, though they are cumbersome. An addon such as Preform AV Enabler will queue everyone in your party as individuals, and only enter you if everyone gets into the same one. I have used this addon in the past and found it to be clunky and time-consuming, apart from the difficulty of requiring everyone in your premade to have it installed...which if you're recruiting your premade out of trade chat and not out of a solid PVP guild that requires its members to have it, will cause yet more delays as everyone goes to go get it.
You might ask why that's worth it, and the answer is that Blizzard first attempts to queue premade groups against each other, considering the significant tactical advantage that accrues to people who queue as a group with instantaneous voice communication. Only after a set amount of time failing to do so will Blizzard match your group up against a pug, which you will undoubtedly stomp. AV Enabler (or addons like it) allow you to game the system into thinking you're all queueing separately (ie, not a premade) when in fact you're not -- guaranteeing you disorganised opposition. If you're one of those people who claimed to be excited when blizzard gave the ability to turn off XP so that your geared twink could face other twinks, but in reality stopped playing b/c your actual enjoyment came from roflstomping lvl 10-12s in grey gear...then an addon will let you enjoy that again. I personally do not find the organisational headache worth the tradeoff -- it inevitably takes a long time to get all the kinks straightened out with an AV Enabler group, and I would rather spend that time actually pvping -- but if you do...I've given you the resources to do it.
II. Your Raid Composition
I'm assuming that you're rolling with a 5-man premade, in order to be able to use the random BG queue and maximise your honor return. On a holiday weekend which allows it, you could make a larger one. Those five roles should probably be, with some variation as the situation calls for:
A Single-Target Healer
A Holy Pally or a Disc Priest work well here -- these are particularly useful in games where keeping one person alive is important -- the flag carrier in WSG, or a tank in AV or IOC. They also have nice synergy if they're traveling with your other healer --
A Raid Healer
Priority here goes to Resto Shamans, Resto Druids, or Holy Priests (assuming you can find any of the latter who PvP). These are useful when you need to keep a group of people alive -- defending or attacking a node/tower (AB/EOTS/AV/IOC), or trying to recover a flag (WSG). You can see, I think, that if you are forced to unbalance your group, it's a little better to have two raid healers than two single-target healers, just b/c of their slightly wider area of usefulness.
AOE CC
I like to take a lock or a mage here, for Howl of Terror / Frost Nova, respectively. A priest can also fill this role, or dual fill that role if you already have a priest as one of your healers. The ability to take a large chunk of an enemy force out of action, even for the smaller amount of time that you usually trade in order to get that AOE capability, is critical in several BGs -- it can buy your flag carrier in WSG needed space to get out of midfield, or put a lot of people out of range of your demos in SOTA (you only run as fast as the demos, barring things like sprint or dash, so once you get behind them you'll stay behind).
The Sneaky Folks
A rogue, or a druid (feral or otherwise) can provide you with valuable reconnaisance, spying out enemy weak points without putting themselves into harm's way. It helps that both of those classes also have solid single-target CC (sap, roots/hibernate/cyclone)
Everyone Else
Mostly you fill this with any dps; in some specialised instances you may want this slot to go to a tank -- WSG to run a flag, or AV/IOC to tank the enemy general NPC. If your premade goes to 8 or more people, I would bring a third healer.
Recruiting
Generally, you can fill your slots from four places, in descending order of usefulness : from your guild, if you set the event up on your calendar beforehand; from your friends list, especially if you make an effort to keep other PvPers on your realm on your FL; trade chat; and from the BGs you run -- if you see other people from your realm while you're running your premade, feel free to invite them along on your next queue.
A word about trade chat : you need to say three things. First, "LFXm to run some premades", replacing the X with your number. This conveys the idea that you know what you're looking for, which builds people's confidence that they're not signing up for a waste of time. Some servers have a negative connotation associated with the word "premade", for reasons that escape me, or people may not know what they are (if you're on a normal server, especially), and so sometimes you can get better results if you say "LFXm to run some (battlegrounds / battleground premades) with". Second, mention that they should have vent, and resilience. Again, this is a confidence builder. If you want to name a specific figure for resilience, that's fine too (5-600 is good); I usually just say "decent resilience" and rely on people to know what their own capabilities are. If someone doesn't know what they should have, I figure that's maybe not somebody I want running with me. Possibly that's judgmental of me, feel free to vary that. I say "decent" and I get people whispering me saying "I have 1100, is that ok?" which is amusing in its own way. Lastly, I like to put a smiley face, or an exclamation point (ONE ONLY) at the end...it demonstrates enthusiasm, that while you're going to be running something with a serious desire to win, you also haven't lost sight of the fact that you're also trying to have fun.
III. Leading the Raid
It is reasonably important that you have vent. You can run a premade successfully without it, but the quality of your win will be correspondingly decreased...much like trying to organise a PUG of any wing past the first in ICC without vent. You might pull it off...but it will be messy.
It is more important that you have a plan for every battleground you go into. Remember how we used our advertisement to give an illusion of self-confidence? Now is the part where you have to deliver on that, or you are not going to retain the people you recruited. This is where having two healers is crucial -- it gives you more flexibility to split your team in half to do a couple things at once. Within reason, the more map coverage you can get onto your vent, the more up-to-the-second information you have as the leader to determine what needs doing. Don't take this to extremes though -- sending one person to each node in AB may get you more information, but it nullifies your advantage.
In WSG, for example, I like to leave two to defend the flag (sneaky dps + me as druid heals, usually, but you could make any combination work) and 3 to go get the opposing flag with the crowd of PUGS. Once they make it back we swap to the FC and his healer (we send out the single-target heals usually) staying behind, and I take the other two dps with me to go lead an attack. By having a strong presence in both groups we have a good amount of influence.
The splitting also works well in a game like AB or EOTS, where you may need 5 people to take a node, but you certainly don't need 5 to hold one.
Speaking of lead...try to get yourself promoted to BG Lead...there's something about having different colored text that will occasionally make people listen to you.
Assist. The second guild I was ever in, a lovely PVP guild back on Emerald Dream called Meridius (and later, I regret to announce, DEVASTATE, yes in all caps), was fond of using an assist method, and I've carried it over to my premades. I usually pick a ranged dps before we go into a BG, or failing that I'll do it, to pick out high-priority targets and call over vent for an assist. I do this now just by having them say "assist" over vent, and making sure everyone has a macro made up beforehand that says "/assist XYZ". This is important for knocking down things like healers, or that Kingslayer DK with shadowmourne who's going to rip you all to shreds if you leave him up. It's also better that this person be someone at range b/c melee are...well...melee. They have a harder time seeing the bigger tactical picture than someone who's at a few steps remove from the brawl.
IV. Managing the Other People
One of the most distressing mistakes you can make is to forget that half your team, or more, is not on vent with you. Remember to relay information that you have in vent onto BG chat, if you expect anyone to do anything about it. I've led premades that went down to failure, only to realise afterwards that probably nobody had any clue what was going on b/c BG chat was totally silent.
The reverse is also true of course -- remember to READ BG chat as well.
There are two schools of thought on whether you should announce at the beginning of the battleground that you are a premade. School 1 suggests that you should do this, b/c it gives you auto-respect/authority and makes people more willing to cooperate with you. School 2 does not do this, b/c if you lose then the pugs will ridicule you incessantly. I belong to school 1...a) you should not be caring what pugs think b/c odds are you're not going to see them again, and b) I know that when I pug and someone announces a premade, I get all excited and just want to help. I don't think I'm alone in having that reaction either.
It is important that you value the pugged people you're with -- they are part of your team no less than your vented premade mates, but you guys can't be everywhere unless you're a full premade in which case...you shouldn't be reading this section anyway. Thank them for their help, both at the beginning, and at the end. Be civilised and polite, yet firm and authoritative. You are the default leader...act like one.
That being said, try to keep on top of what pugs are doing and tailor yourself accordingly. It is inevitable that some people will not listen to you. Try to work your premade's (people who WILL listen to you) strategy around that as much as possible, without fatally compromising your original plan. Hopefully you're using something reasonably simple that most people would already (*cross fingers*) be doing anyway.
I like to make my announcement at the beginning something along the lines of "Hello everyone. This is a partial Draenor premade...we will be handling XYZ, and we would appreciate it if you guys could do ABC. Thanks for playing with us!"
V. Ending the Raid
You should have in mind how long you plan on going -- someone may ask, and it looks better if you have an idea. That being said, don't be surprised if you have to swap people out more frequently than you thought. People are finicky about BGs...some people only want to go once, some people would go all night if you left them. I generally try to go for two hours or so, but sometimes cancel early, and sometimes go past. Have a finger on the pulse of it, and if it seems like your premade is not having fun, it may be time to call it.
The MOST IMPORTANT THING, and I cannot stress this enough, is that you NOT LOSE THE PEOPLE YOU RAN WITH. Offer to trade friend requests, get those people on your contact list so that you can grab them again. You will run better premades if you run them with people you've run with before. It's true in raiding, and it's true in BGs. I have reached the point where I usually fill 80% of my premades out of my friends list before I hit trade. Which is kind of like the job market, really...most jobs you never see advertised b/c they're filled by networking before it ever gets that far. If you run premades consistently (every saturday at 1pm! or whatever), create the event on your calendar and make sure that those people get invites. If you have too many friends...try to rotate them around so that everyone is getting a chance to run once in a while so you don't forget each other.
A good premade is like a raid that one-shots all the way up to LK...it's an exhilarating experience that has the capacity to completely overturn people's opinions about PvP. They are hands-down your best recruitment tool if you are trying to convince someone who "hates" PvP that it's really quite fun. And of course, it's more fun for you too. It goes without saying, I hope, that premades generally enjoy much higher win rates than going in solo. And they also give you the power to make legitimate attempts at the harder BG achievements (Resilient Victory in AB, anyone?). And yet for all that, they are not formed very frequently. I pose the theory that this is due to a dearth of people willing to step up and lead. Go forth and be a PvP missionary!
Monday, April 12, 2010
Wow.
This blew my mind, courtesy of Gnomeaggedon -- apparently people in BGs are NOT sheep...they're fish. I am resolved to take a few people into some BGs and try this "mutual support" thing out for myself!
Thursday, February 18, 2010
And Even More Game-Changing:
Sometimes I think Blizzard just likes to mess with me, and change the honor system based on how close I am to completing an analysis of the current system.
MAJOR OVERHAUL of the system including the elimination of marks of honor, the implementation of random BG Finders, etc.
It's gonna take me a week just to figure out how to record numbers from this new shenanigans. Damn you, Blizzard.
MAJOR OVERHAUL of the system including the elimination of marks of honor, the implementation of random BG Finders, etc.
It's gonna take me a week just to figure out how to record numbers from this new shenanigans. Damn you, Blizzard.
Wednesday, February 3, 2010
HPM Chart (non-holiday)
ETA 4/2/10 : With the drastic revamp of 3.3.3 the below data is wildly outdated! I will be making a new chart soon, but the relative values of one to the other, I expect, will remain reasonably similar. Keep that in mind :-)
I'm not going to go into the big long math list on this again, as you can find it elsewhere on blog if you so chose, and also because at some vague point in the future I plan to make a comprehensive "Here's the Math Behind Everything" general post, but I will be putting a link back to this chart on the sidebar so as I update it it will be available for easy reference.
Little suggests itself from these numbers for now due to the missing of the two 40-man beasts, IOC & AV. If I had to venture a guess based on the holiday proportions I would say AV is probably Still the Place To Go, and IOC fairly middling -- there's a fairly consistent clumping in the middle, with AV a high-end outlier and WSG a very disappointingly low-end one. But hell, nobody who has any sense actually needed concrete math to tell them that.
| Holiday Battleground | Winning HPM | Losing HPM | Overall HPM (inc. marks) | Overall Percentages |
|---|---|---|---|---|
| Arathi Basin | 55.83 | 37.32 | 78.88 | 90% |
| Eye of the Storm | 71.81 | 34.12 | 87.6 | 100% |
| Strand of the Ancients | 77.05 | 29.98 | 86.6 | 99% |
| Warsong Gulch | 47.8 | 22.73 | 58.16 | 66% |
I'm not going to go into the big long math list on this again, as you can find it elsewhere on blog if you so chose, and also because at some vague point in the future I plan to make a comprehensive "Here's the Math Behind Everything" general post, but I will be putting a link back to this chart on the sidebar so as I update it it will be available for easy reference.
Little suggests itself from these numbers for now due to the missing of the two 40-man beasts, IOC & AV. If I had to venture a guess based on the holiday proportions I would say AV is probably Still the Place To Go, and IOC fairly middling -- there's a fairly consistent clumping in the middle, with AV a high-end outlier and WSG a very disappointingly low-end one. But hell, nobody who has any sense actually needed concrete math to tell them that.
Tuesday, December 15, 2009
You've got one fire extinguisher
...and five separate fires. The other day I landed myself in an AB with all dps classes except for two pallies.
Ihrayeep: Please, for the love of...whatever deity you worship...tell me one of you pallies can heal.
Pally1: Nope.
Quick inspect: sure enough, both ret. Seizing the opportunity to crack the inside joke against my guild's pally healer,
Ihrayeep: Ok so...I'll solo-heal this. Should be fine as long as noone gets hurt.
Pally2: I'll bubble the whole game.
We eventually won that game, though I was outhealed by a pair of horde priests (I believe the numbers went 260-240-200(me)k), and this I think is why: For heals especially, it's not about topping the charts in a BG (though I do that fairly routinely) so much as putting those heals in the right place. When you are called on to solo-heal a BG, particularly the three 15-man ones, positioning is important. You are responsible for EVERY SINGLE FIRE. AT THE SAME TIME. It sucks, high stress. Basically, if you are standing still you are losing the game. You have to be constantly moving, because *something* is always under attack, and if it's not where you're at then you need to move yourself somewhere else. You have to be everywhere at once. Frequently you have to make heartbreaking decisions about who to leave to die because there's more than one flare-up. Also this is the one instance where I would diverge from my usual dictum that it's ok to be a healer stranded guarding a node. Because you are *it* for your team, you can't do that. Better (in this case only!) to leave the node undefended. Seconds you spend not healing watching the node are seconds where people are dying from no healing backup. Remember that healers are a force-multiplier in battlegrounds!
Still, there is a plus-side: you get to take sole credit for winning. SOLE. CREDIT. Because if you won with only one healer, you deserve props. And I give you full permission to be an egotistical glory-hog for pulling that out against bad odds. But be a fun egotistical glory-hog, mmkay?
Ihrayeep: Please, for the love of...whatever deity you worship...tell me one of you pallies can heal.
Pally1: Nope.
Quick inspect: sure enough, both ret. Seizing the opportunity to crack the inside joke against my guild's pally healer,
Ihrayeep: Ok so...I'll solo-heal this. Should be fine as long as noone gets hurt.
Pally2: I'll bubble the whole game.
We eventually won that game, though I was outhealed by a pair of horde priests (I believe the numbers went 260-240-200(me)k), and this I think is why: For heals especially, it's not about topping the charts in a BG (though I do that fairly routinely) so much as putting those heals in the right place. When you are called on to solo-heal a BG, particularly the three 15-man ones, positioning is important. You are responsible for EVERY SINGLE FIRE. AT THE SAME TIME. It sucks, high stress. Basically, if you are standing still you are losing the game. You have to be constantly moving, because *something* is always under attack, and if it's not where you're at then you need to move yourself somewhere else. You have to be everywhere at once. Frequently you have to make heartbreaking decisions about who to leave to die because there's more than one flare-up. Also this is the one instance where I would diverge from my usual dictum that it's ok to be a healer stranded guarding a node. Because you are *it* for your team, you can't do that. Better (in this case only!) to leave the node undefended. Seconds you spend not healing watching the node are seconds where people are dying from no healing backup. Remember that healers are a force-multiplier in battlegrounds!
Still, there is a plus-side: you get to take sole credit for winning. SOLE. CREDIT. Because if you won with only one healer, you deserve props. And I give you full permission to be an egotistical glory-hog for pulling that out against bad odds. But be a fun egotistical glory-hog, mmkay?
Friday, December 11, 2009
How To Heal a BG, Part 2
Time for part two of this series on how to heal a BG -- if you missed part one, you can find it here. Then, we talked about managing yourself, your addons, and your spells. Today we're talking about something more finicky and unreliable : managing group interactions with your friendly teammates. I am going to center this around a concept I call Battleground Inertia. Basically what that boils down to is: people are sheep. People follow whatever the prevailing mood, strategy, chat settings appears to be. If you are a dominant, take-charge person, you win what Richard Nixon I believe famously labeled the Silent Majority. It's important to remember that it was NIXON who coined this phrase because we all know Nixon was a crook, protestations to the contrary, and I think when he coined this particular phrase he was referencing the fact that he could pursue whatever policy he wanted and then claim that the people who opposed him were just a vocal minority and really, most people supported what he was doing. You shape opinion, by making an opinion. With that in mind, onwards!
Rule #4 : Setting the mood in chat
Conscious of the lack of promised pictures in the last post, I have endeavoured to make up that gap somewhat here, using an EotS match I did this morning. Step One is figuring out who your other healers are in the BG. I try to do something like this at the start of any BG I go into:

Sometimes this helps, and sometimes you get asinine comments like "I can bandage". So you have to be more proactive, for the people who are (remember!) sheep. Take a quick look at the people you have with you in the BG. In the case of my EotS match that went like this:

Now, this is where it becomes important that you have downloaded some kind of unit frames addon like I suggested (nay, ordered, even) you do in part one. Identify possible healers. Disregarding the straight-DPS classes, we have in this BG besides me (I heal, but presumably I knew that already) two pallies, a priest, and a shammy, all of whom could be potential healers. Pallies are easy: look at the mana bar. I don't have mana bars on my raid-frame, but when they're targeted they do. Each of those pallies had between 5-7k mana. That screams RET. Very rarely, they could be tanks, but you don't take tanks into BGs except maybe AV, and in any case, whichever it is, it's not a healer. A pally with 15k mana, on the other hand, definitely is. Similarly, a shaman with 10-12k mana is enhancement, not resto. Unfortunately they have a caster-dps spec (ditto that problem with boomkin druids and s-priests) and so you have no choice but to inspect them. This does not take long. Right-click, inspect, click talents. You don't even have to page through the different trees; the dominant one will come out on top. The shammy I was pretty sure was a healer, from

but I inspected anyway to make sure. Sure enough, he was. The priest, tenfour, also. If you look at my chat pic, you can see that by that point I had figured out who the healers were and had proceeded to
STEP TWO: Direct. Direct with a soft touch. People do not respond well to being ordered. I could have said, "tenfour, go MT -> FRR" but I don't find that works very well. Hence I just asked, with the intention that I would go somewhere else. There's a bizarre law of gravity that Cassandri over at Hots & Dots observed, that healers tend to clump up. It's not intentional, I don't think, but our mass causes some kind of gravitic interaction that sucks us together if you don't take strenuous efforts to avoid it. I regret to say that in this instance, tenfour did not tell me where he was going, leaving me to guess. But most people will respond to a direct inquiry with their name involved. I could have whispered him, I suppose, but I ran out of time here. Whispering is fine, it builds a sense of cameraderie.
Now you might ask : why ask who the healers are, when you can just inspect and find out yourself? This goes back to Battleground Inertia, and serves a secondary purpose beyond gaining knowledge. If you are in a BG where there is no bg chat, nobody will start it. If you're in a BG where there is angry bg chat with people blaming each other and telling everyone else how much they suck, then that will breed more of the same. What you are doing is hijacking the bg chat to serve your own ends. The end in mind here is "use BG chat to win the BG", which theoretically should be everyone's end, but frequently isn't. Set the tone right off: we are going to be helpful, we are going to coordinate. Also it helps reassure the dps, who tend to have bad self-esteem about things like this, that there are in fact healers here who are trying to keep them alive.
Rule #5 : Master the "Charge of Hesitancy"
Dilemma: How do you physically lead, without leading? I am firmly of the opinion that healers must be leaders in battlegrounds, for the simple reason that you stay alive longer than dps (generally) and so you tend to have a better overall view of the battlefield then someone who goes to point A, dies in four seconds, gets popped back over to point B to rez, and then wanders off to point C because point A now holds painful memories for him.
Given that, it is often your responsibility to lead the cavalry in a charge on another node (in AB/EotS/IoC), getting the flag back (WSG), or re-capping defensive towers (AV). However, as a healer, it is not good for you to be in the front because, well, we all know that the first one in is the first one targeted.
So how do you both? *Inertia*. People will rarely leave you to run off to a node by yourself, I find, and particularly at the beginning of one of those node-style games people tend to follow the ones who dash out the gate looking like they have a Serious Plan (even if they don't). So be the lead, charge forward. Here's the key part of this plan: when you start getting close to the node (crossing the bridge to the BS, or halfway across a bridge in EOTS, for example), take your finger off the forward key. Then charge again. Do this repeatedly, in quick, spasmodic stops. What this does is gradually put you towards the back, where all good healers should be, while gradually passing the lead torch to a DPS who, because of inertia, held down his forward key and doesn't know how to change directions or momentum. The point is that you STARTED the charge, and once the ball is rolling the other people will just roll with it even after you are no longer leading it. Like rolling a big rock down a mountain.
Rule #6 : Save someone's life
I generally do not advocate pocket-healing; it's too focused on one person at the expense of the overall picture. I do do it on occasion, as a fun change of pace and because I like people to hero-worship me *cough*, but overall, not recommended. Generally you can get the puppy-DPS to follow you with a short, sustained effort at the beginning. What you are trying to do is raise their awareness of you. To do this, an excellent tactic is to save someone's life, in a dramatic fashion. Standard healing here is not what you're looking for; people notice being healed from 70-100%; they will die for someone who just ostentatiously blew all their cds to bring them fom 1-60-100 (or whatever it is you do). Your healing of them can be subpar after that, or back to regular, but investing a burst of super-effort on someone once in a while goes a long way to making friends. And more importantly, encouraging cooperation. I had a pair of rogues in this game who basically circled me wherever I went like watchful puppies because I had heroically sacrificed myself to save them a few times. It also pays off more if you pull this stunt on classes who have NO SELF-HEALING whatsoever...they tend to notice it more.
Rule #7 : Be Situationally Aware
Use the M key. Seriously. Use it often, and know what you're looking at. Familiarize yourself with the maps, if you're new to BGs entirely. If you know the maps already, the next step is to build a connection between your map, and your raid frames. Particularly, try to keep tabs on where the other healers are, and try not to be there. Another good thing to do is to look for strategic places on the map that are poorly defended. Not that you have to go there immediately to defend it -- maybe it's poorly defended because it's in the back and doesn't need to be heavily guarded -- but mouse over the node on your map and see who exactly is there. Then close your map. Hunt on your raidframes for where that person (or persons) is. Try to keep an eye on that raid frame's health. If they start getting hurt, the node is under attack, even if they didn't call it in BG chat. Run over there and heal them up and protect the node. Call that it's under attack, obviously, since the original defence failed to do that. In this EotS game I was able to stave off an attack on two different occasions doing this. On another occasion I noticed that DR was being guarded by only the resto shammy. Since I knew he was a resto shammy from the beginning, I knew it wasn't smart to leave thim there so I politely asked in /bg for a dps to go back him up, even though he was not under immediate attack. He was attacked shortly thereafter, though I don't take credit for magically foreseeing that happening. The point is you are trying to keep control of the BG and see trouble spots before they develop. If you are not in a vent premade, reaction times go way down because you don't have that instant communication, so PREVENTATIVE action becomes more important, as well as anything you can do to speed up your (and others') reactions.
-----
That's it for this section. Next time, how to fight the bad men!
Rule #4 : Setting the mood in chat
Conscious of the lack of promised pictures in the last post, I have endeavoured to make up that gap somewhat here, using an EotS match I did this morning. Step One is figuring out who your other healers are in the BG. I try to do something like this at the start of any BG I go into:

Sometimes this helps, and sometimes you get asinine comments like "I can bandage". So you have to be more proactive, for the people who are (remember!) sheep. Take a quick look at the people you have with you in the BG. In the case of my EotS match that went like this:

Now, this is where it becomes important that you have downloaded some kind of unit frames addon like I suggested (nay, ordered, even) you do in part one. Identify possible healers. Disregarding the straight-DPS classes, we have in this BG besides me (I heal, but presumably I knew that already) two pallies, a priest, and a shammy, all of whom could be potential healers. Pallies are easy: look at the mana bar. I don't have mana bars on my raid-frame, but when they're targeted they do. Each of those pallies had between 5-7k mana. That screams RET. Very rarely, they could be tanks, but you don't take tanks into BGs except maybe AV, and in any case, whichever it is, it's not a healer. A pally with 15k mana, on the other hand, definitely is. Similarly, a shaman with 10-12k mana is enhancement, not resto. Unfortunately they have a caster-dps spec (ditto that problem with boomkin druids and s-priests) and so you have no choice but to inspect them. This does not take long. Right-click, inspect, click talents. You don't even have to page through the different trees; the dominant one will come out on top. The shammy I was pretty sure was a healer, from

but I inspected anyway to make sure. Sure enough, he was. The priest, tenfour, also. If you look at my chat pic, you can see that by that point I had figured out who the healers were and had proceeded to
STEP TWO: Direct. Direct with a soft touch. People do not respond well to being ordered. I could have said, "tenfour, go MT -> FRR" but I don't find that works very well. Hence I just asked, with the intention that I would go somewhere else. There's a bizarre law of gravity that Cassandri over at Hots & Dots observed, that healers tend to clump up. It's not intentional, I don't think, but our mass causes some kind of gravitic interaction that sucks us together if you don't take strenuous efforts to avoid it. I regret to say that in this instance, tenfour did not tell me where he was going, leaving me to guess. But most people will respond to a direct inquiry with their name involved. I could have whispered him, I suppose, but I ran out of time here. Whispering is fine, it builds a sense of cameraderie.
Now you might ask : why ask who the healers are, when you can just inspect and find out yourself? This goes back to Battleground Inertia, and serves a secondary purpose beyond gaining knowledge. If you are in a BG where there is no bg chat, nobody will start it. If you're in a BG where there is angry bg chat with people blaming each other and telling everyone else how much they suck, then that will breed more of the same. What you are doing is hijacking the bg chat to serve your own ends. The end in mind here is "use BG chat to win the BG", which theoretically should be everyone's end, but frequently isn't. Set the tone right off: we are going to be helpful, we are going to coordinate. Also it helps reassure the dps, who tend to have bad self-esteem about things like this, that there are in fact healers here who are trying to keep them alive.
Rule #5 : Master the "Charge of Hesitancy"
Dilemma: How do you physically lead, without leading? I am firmly of the opinion that healers must be leaders in battlegrounds, for the simple reason that you stay alive longer than dps (generally) and so you tend to have a better overall view of the battlefield then someone who goes to point A, dies in four seconds, gets popped back over to point B to rez, and then wanders off to point C because point A now holds painful memories for him.
Given that, it is often your responsibility to lead the cavalry in a charge on another node (in AB/EotS/IoC), getting the flag back (WSG), or re-capping defensive towers (AV). However, as a healer, it is not good for you to be in the front because, well, we all know that the first one in is the first one targeted.
So how do you both? *Inertia*. People will rarely leave you to run off to a node by yourself, I find, and particularly at the beginning of one of those node-style games people tend to follow the ones who dash out the gate looking like they have a Serious Plan (even if they don't). So be the lead, charge forward. Here's the key part of this plan: when you start getting close to the node (crossing the bridge to the BS, or halfway across a bridge in EOTS, for example), take your finger off the forward key. Then charge again. Do this repeatedly, in quick, spasmodic stops. What this does is gradually put you towards the back, where all good healers should be, while gradually passing the lead torch to a DPS who, because of inertia, held down his forward key and doesn't know how to change directions or momentum. The point is that you STARTED the charge, and once the ball is rolling the other people will just roll with it even after you are no longer leading it. Like rolling a big rock down a mountain.
Rule #6 : Save someone's life
I generally do not advocate pocket-healing; it's too focused on one person at the expense of the overall picture. I do do it on occasion, as a fun change of pace and because I like people to hero-worship me *cough*, but overall, not recommended. Generally you can get the puppy-DPS to follow you with a short, sustained effort at the beginning. What you are trying to do is raise their awareness of you. To do this, an excellent tactic is to save someone's life, in a dramatic fashion. Standard healing here is not what you're looking for; people notice being healed from 70-100%; they will die for someone who just ostentatiously blew all their cds to bring them fom 1-60-100 (or whatever it is you do). Your healing of them can be subpar after that, or back to regular, but investing a burst of super-effort on someone once in a while goes a long way to making friends. And more importantly, encouraging cooperation. I had a pair of rogues in this game who basically circled me wherever I went like watchful puppies because I had heroically sacrificed myself to save them a few times. It also pays off more if you pull this stunt on classes who have NO SELF-HEALING whatsoever...they tend to notice it more.
Rule #7 : Be Situationally Aware
Use the M key. Seriously. Use it often, and know what you're looking at. Familiarize yourself with the maps, if you're new to BGs entirely. If you know the maps already, the next step is to build a connection between your map, and your raid frames. Particularly, try to keep tabs on where the other healers are, and try not to be there. Another good thing to do is to look for strategic places on the map that are poorly defended. Not that you have to go there immediately to defend it -- maybe it's poorly defended because it's in the back and doesn't need to be heavily guarded -- but mouse over the node on your map and see who exactly is there. Then close your map. Hunt on your raidframes for where that person (or persons) is. Try to keep an eye on that raid frame's health. If they start getting hurt, the node is under attack, even if they didn't call it in BG chat. Run over there and heal them up and protect the node. Call that it's under attack, obviously, since the original defence failed to do that. In this EotS game I was able to stave off an attack on two different occasions doing this. On another occasion I noticed that DR was being guarded by only the resto shammy. Since I knew he was a resto shammy from the beginning, I knew it wasn't smart to leave thim there so I politely asked in /bg for a dps to go back him up, even though he was not under immediate attack. He was attacked shortly thereafter, though I don't take credit for magically foreseeing that happening. The point is you are trying to keep control of the BG and see trouble spots before they develop. If you are not in a vent premade, reaction times go way down because you don't have that instant communication, so PREVENTATIVE action becomes more important, as well as anything you can do to speed up your (and others') reactions.
-----
That's it for this section. Next time, how to fight the bad men!
Friday, December 4, 2009
How to Heal a BG, Part 1
It occurred to me when I was thinking about the last several blogs that I've enjoyed reading:
cynwise on Wintergrasp
phaelia on Grid
cassandri on Alterac Valley
mortigan on Rules for Raiding
that there's a unifying theme here. Can you guess what it is? That's right, they're all helpful well-written guides. And, with the exception of grid, posts on something I already consider myself fairly well-informed in. So the key is this, apparently. Friends like to read about crazy things you're up to. Experienced players like getting alternative viewpoints, even on something they already know. And new players like to be told how to do things they don't know how to do. And yet, when I go hunting for guides on BG healing I see a collection of bad editing and/or forum flaming without a whole lot of help. Niche window? In one of Ihra's trademark phrases, POUNCE LIKE TIGER!
It is my humble opinion that success in a battleground is all about managing relationships. -- awkward silence, while you all say to yourselves, “But nobody uses /bg chat except to use Rule 69...” --. Bear with me, mmkay, while I walk through three different relationships in these posts: yourself, your friends, and your enemies. Up today, yourself!
Rule #1 : Managing your screen environment

All da lovey pvp stuff, in its own area
Addons. Know them, love them. I don't even care what you use, so long as it is not the original blizzard UI. Just as in PVE healing, you want people's health bars front and center, and – d'oh! -- blizzard puts them off to the side, instead prioritizing your action bars. I hope by the time you're hitting battlegrounds you know which keys do which things for you (or no keys at all, if you've got one of those more-buttons-than-Lolth-ever-intended-mice). Also, Blizzard's unit frames do not identify CLASSES, which means that besides rogues, warriors, and death knights, you have to guess at everything; or RANGE. A raid frame addon is one of the most important things you can do to help yourself out here. I adore pitbull; my wife (who, admittedly, raids and does litle pvp) likes xperl. I've heard some people razzle-dazzling about VuhDo but I've never used it. I would disqualify IceHUD, because it's primarily a soloing addon which is not very group-friendly, and Healbot. I'm a little sketchy on Grid as well but without a lot of experience with that latter, I'm not in a position to comment exclusively on it. I dislike healbot because of the click-casting approach; I find there are too many other things I need to be doing in a PvP-oriented fight for me to spare the mouse-move-click. YMMV, depending how you have things set up or are used to casting.
You do not need raid-centric addons like Omen. DeadlyBossMods, I am told can do some things for you in a BG relating to timers (on towers in AV, or win-timers in EotS/AB) so may be of limited use.
Rule #1b: Managing your spells
If you are just dipping your armor-clad toes into the Bgs, you should know one thing : you have spells you didn't know you had. Seriously, go look into your spellbook, I guarantee you'll find something you'd totally forgotten about. Blizzard has spells that are specifically PvP-oriented, and as a result you tend to mostly-ignore them while levelling, and near-completely-ignore them when healing a 5-man or a pve raid. As a tree, I'm going to pull out these examples : cyclone, and nature's grasp. Both of them are crowd control spells, which is not your role in an instance. I mean, it's not really anybody's role since blizzard gave up on TBC-era 7-pulls (sigh), but if it were anybody's role it wouldn't be the resto druid's. Both of those spells are critical to me in arena, and in BGs as well (though I tend to forget more in the latter), though I wouldn't dream of putting them on a cast bar in PvE. Since I've got an action bar addon (the incomparable bartender), I put all my PvP stuff on a separate little action bar...but if you've opted not to use a mod of that type, seriously consider changing what's on your bars before you go into a battleground. And not just those newly-discovered shinies either – you'll probably find yourself using the spells you already have with a different priority than in PvE. Take my mage, for example:
PvE : arcane blast x 4 (2.5s), missile barrage if it procced (0.5s), or else arcane barrage (instant).
PvP : arcane barrage (ins), slow (ins), arcane barrage (ins), frost nova (ins), arcane barrage (ins)...you get the idea.
Everything is faster in PvP...a LOT faster. Priority tends to go towards faster spells, or instant ones if you have them, even if they do less healing, or less efficient healing. This is because you're either getting beaten on, resulting in a longer time for you to reach the end of a cast, or because of the likelihood of being interrupted by a fearsome array of potential lockouts (listing just the rogue ones would take a page of itself). If you ever go OOM in a BG, celebrate. That means you just performed an incredible feat of endurance, or helped someone else do so...it is very rare that you will run out before you are killed, and that's another reason not to worry about faster, less-efficient heals.
Rule #2: Protect Thyself First
If you die, the heals die. So long as you're alive, the heals keep coming, and everyone stays alive longer. Perhaps it's self-evident and I'm just a selflessly sacrificing nobody, but I have many times gone into situations and heroically tried to save someone at the expense of protecting or healing myself. I believe that is an error; invariably whoever I saved will die a few seconds afterwards, and how much did those extra seconds REALLY buy? Not much, I don't think.
More importantly, and again I mention this because it's something I tend to fall into and I think many other healers probably do too, remember your OFFENSIVE skills. Here I am referring primarily to methods of crowd control. It is a hard-won recognition from my 2s team, that it is almost always better to lock out a dps, then to try to control the damage they're pouring out. I have, let's say, ulduar-level gear; I can heal maybe 2500 hps if I'm straining myself. Let's even improve that gear level and say I could somehow pull 3k. DPS in comparable gear will put out 4k+. Four is greater than three. Now, that's an oversimplification, obviously. Usually, if you're fighting an Enemy DPS, you have a Friendly DPS helping you by, you know, *killing* said Enemy DPS. Or interrupting them, or silencing them, or whatever else DPS does. I'm just a healer. But I know they do something useful for me because the above logic would indicate that people I'm healing should have health bars steadily heading down to zero (though maybe slower than their opponent[s]), and many times that is manifestly not the case.
Look at this another way, then. Say you have a 4k dps. For me as a druid, the cost of cyclone is 1.5s, and it locks them for 6s (at first, subject to diminishing returns). I believe the math equivalent there is 16,0000 healing per second, in terms of damage prevented, which nobody could possibly manage in terms of healing DONE. Yes, idiot pally in my guild who insists he can do that, I'm looking at you when I say it's impossible.
Rule #3: You CAN be Autonomous!
I am here going to rebut Cassandri's argument that healers are not independent and are reduced to being pocket healers for people like pallies or dks, Lolth bless them (or curse them). I think this stems from a flawed perspective about healers being a primarily defensive role. Not that that means you must always remain on the defensive, obviously, because a good healer backing up a roving death squad in AB or EotS can really dominate a match, but we are the counterpoint to dps who kill things: we stop things from dying. What this boils down to, in my mind, is this: DPS takes nodes, healers hold them.
Cass makes the point that a DPS by themselves can run around and cap nodes, and healers, by and large, can't. The missing flip side to this coin is that a healer can sit on a node by themselves and protect it much better than a solo DPS can. Frequently in AB or EotS, when a dedicated attack comes in at a node, your team is not going to hold it with what you have on-site. It's a simple reason -- you don't have a mole on the opposing team so you have to defend everything, whereas they can concentrate their attack. Therefore, successful defence of a node consists not of beating off the attack, but in buying time for people to react from other (quiet) nodes you're defending and send reinforcements. And who can stall longer than a healer? I would argue, the answer is nobody. Cheating death is our entire point in life. So long as you can throw an insta-cast spell every now and then to interrupt attempts at capping, you can stall an assault long enough for a well-coordinated team to come to your defence. If you're on a badly-coordinated team, well, nothing was going to save you from a loss anyway. We're discussing theoreticals in this paragraph, and theoretically there may be some BG pug out there somewhere that knows how to communicate ;-).
---
Fin, part one. Next time, working with your friends!
cynwise on Wintergrasp
phaelia on Grid
cassandri on Alterac Valley
mortigan on Rules for Raiding
that there's a unifying theme here. Can you guess what it is? That's right, they're all helpful well-written guides. And, with the exception of grid, posts on something I already consider myself fairly well-informed in. So the key is this, apparently. Friends like to read about crazy things you're up to. Experienced players like getting alternative viewpoints, even on something they already know. And new players like to be told how to do things they don't know how to do. And yet, when I go hunting for guides on BG healing I see a collection of bad editing and/or forum flaming without a whole lot of help. Niche window? In one of Ihra's trademark phrases, POUNCE LIKE TIGER!
It is my humble opinion that success in a battleground is all about managing relationships. -- awkward silence, while you all say to yourselves, “But nobody uses /bg chat except to use Rule 69...” --. Bear with me, mmkay, while I walk through three different relationships in these posts: yourself, your friends, and your enemies. Up today, yourself!
Rule #1 : Managing your screen environment

Addons. Know them, love them. I don't even care what you use, so long as it is not the original blizzard UI. Just as in PVE healing, you want people's health bars front and center, and – d'oh! -- blizzard puts them off to the side, instead prioritizing your action bars. I hope by the time you're hitting battlegrounds you know which keys do which things for you (or no keys at all, if you've got one of those more-buttons-than-Lolth-ever-intended-mice). Also, Blizzard's unit frames do not identify CLASSES, which means that besides rogues, warriors, and death knights, you have to guess at everything; or RANGE. A raid frame addon is one of the most important things you can do to help yourself out here. I adore pitbull; my wife (who, admittedly, raids and does litle pvp) likes xperl. I've heard some people razzle-dazzling about VuhDo but I've never used it. I would disqualify IceHUD, because it's primarily a soloing addon which is not very group-friendly, and Healbot. I'm a little sketchy on Grid as well but without a lot of experience with that latter, I'm not in a position to comment exclusively on it. I dislike healbot because of the click-casting approach; I find there are too many other things I need to be doing in a PvP-oriented fight for me to spare the mouse-move-click. YMMV, depending how you have things set up or are used to casting.
You do not need raid-centric addons like Omen. DeadlyBossMods, I am told can do some things for you in a BG relating to timers (on towers in AV, or win-timers in EotS/AB) so may be of limited use.
Rule #1b: Managing your spells
If you are just dipping your armor-clad toes into the Bgs, you should know one thing : you have spells you didn't know you had. Seriously, go look into your spellbook, I guarantee you'll find something you'd totally forgotten about. Blizzard has spells that are specifically PvP-oriented, and as a result you tend to mostly-ignore them while levelling, and near-completely-ignore them when healing a 5-man or a pve raid. As a tree, I'm going to pull out these examples : cyclone, and nature's grasp. Both of them are crowd control spells, which is not your role in an instance. I mean, it's not really anybody's role since blizzard gave up on TBC-era 7-pulls (sigh), but if it were anybody's role it wouldn't be the resto druid's. Both of those spells are critical to me in arena, and in BGs as well (though I tend to forget more in the latter), though I wouldn't dream of putting them on a cast bar in PvE. Since I've got an action bar addon (the incomparable bartender), I put all my PvP stuff on a separate little action bar...but if you've opted not to use a mod of that type, seriously consider changing what's on your bars before you go into a battleground. And not just those newly-discovered shinies either – you'll probably find yourself using the spells you already have with a different priority than in PvE. Take my mage, for example:
PvE : arcane blast x 4 (2.5s), missile barrage if it procced (0.5s), or else arcane barrage (instant).
PvP : arcane barrage (ins), slow (ins), arcane barrage (ins), frost nova (ins), arcane barrage (ins)...you get the idea.
Everything is faster in PvP...a LOT faster. Priority tends to go towards faster spells, or instant ones if you have them, even if they do less healing, or less efficient healing. This is because you're either getting beaten on, resulting in a longer time for you to reach the end of a cast, or because of the likelihood of being interrupted by a fearsome array of potential lockouts (listing just the rogue ones would take a page of itself). If you ever go OOM in a BG, celebrate. That means you just performed an incredible feat of endurance, or helped someone else do so...it is very rare that you will run out before you are killed, and that's another reason not to worry about faster, less-efficient heals.
Rule #2: Protect Thyself First
If you die, the heals die. So long as you're alive, the heals keep coming, and everyone stays alive longer. Perhaps it's self-evident and I'm just a selflessly sacrificing nobody, but I have many times gone into situations and heroically tried to save someone at the expense of protecting or healing myself. I believe that is an error; invariably whoever I saved will die a few seconds afterwards, and how much did those extra seconds REALLY buy? Not much, I don't think.
More importantly, and again I mention this because it's something I tend to fall into and I think many other healers probably do too, remember your OFFENSIVE skills. Here I am referring primarily to methods of crowd control. It is a hard-won recognition from my 2s team, that it is almost always better to lock out a dps, then to try to control the damage they're pouring out. I have, let's say, ulduar-level gear; I can heal maybe 2500 hps if I'm straining myself. Let's even improve that gear level and say I could somehow pull 3k. DPS in comparable gear will put out 4k+. Four is greater than three. Now, that's an oversimplification, obviously. Usually, if you're fighting an Enemy DPS, you have a Friendly DPS helping you by, you know, *killing* said Enemy DPS. Or interrupting them, or silencing them, or whatever else DPS does. I'm just a healer. But I know they do something useful for me because the above logic would indicate that people I'm healing should have health bars steadily heading down to zero (though maybe slower than their opponent[s]), and many times that is manifestly not the case.
Look at this another way, then. Say you have a 4k dps. For me as a druid, the cost of cyclone is 1.5s, and it locks them for 6s (at first, subject to diminishing returns). I believe the math equivalent there is 16,0000 healing per second, in terms of damage prevented, which nobody could possibly manage in terms of healing DONE. Yes, idiot pally in my guild who insists he can do that, I'm looking at you when I say it's impossible.
Rule #3: You CAN be Autonomous!
I am here going to rebut Cassandri's argument that healers are not independent and are reduced to being pocket healers for people like pallies or dks, Lolth bless them (or curse them). I think this stems from a flawed perspective about healers being a primarily defensive role. Not that that means you must always remain on the defensive, obviously, because a good healer backing up a roving death squad in AB or EotS can really dominate a match, but we are the counterpoint to dps who kill things: we stop things from dying. What this boils down to, in my mind, is this: DPS takes nodes, healers hold them.
Cass makes the point that a DPS by themselves can run around and cap nodes, and healers, by and large, can't. The missing flip side to this coin is that a healer can sit on a node by themselves and protect it much better than a solo DPS can. Frequently in AB or EotS, when a dedicated attack comes in at a node, your team is not going to hold it with what you have on-site. It's a simple reason -- you don't have a mole on the opposing team so you have to defend everything, whereas they can concentrate their attack. Therefore, successful defence of a node consists not of beating off the attack, but in buying time for people to react from other (quiet) nodes you're defending and send reinforcements. And who can stall longer than a healer? I would argue, the answer is nobody. Cheating death is our entire point in life. So long as you can throw an insta-cast spell every now and then to interrupt attempts at capping, you can stall an assault long enough for a well-coordinated team to come to your defence. If you're on a badly-coordinated team, well, nothing was going to save you from a loss anyway. We're discussing theoreticals in this paragraph, and theoretically there may be some BG pug out there somewhere that knows how to communicate ;-).
---
Fin, part one. Next time, working with your friends!
Tuesday, October 13, 2009
Updated Holiday HPM
ETA 4/2/10 : With the drastic revamp of 3.3.3 the old data is wildly outdated (except as relative values one to the other)! I have started a new chart, but kept the old one below it as a relic of bygone days :-)
The new, 3.3.3 Values:
The old, 3.3.2 Values:
Last Edited : 7/20/2010
The new, 3.3.3 Values:
| Holiday Battleground | Winning HPM | Losing HPM | Overall HPM | Overall Percentages |
|---|---|---|---|---|
| Alterac Valley | 530.83 | 123.2 | 357.37 | 100% |
| Arathi Basin | 241.39 | 87.86 | 171.28 | 48% |
| Eye of the Storm | 283.92 | 126.32 | 204.76 | 57% |
| Strand of the Ancients | 262.84 | 106.55 | 170.76 | 48% |
| Warsong Gulch | 205.65 | 92.41 | 138.84 | 39% |
The old, 3.3.2 Values:
| Holiday Battleground | Winning HPM | Losing HPM | Overall HPM | Overall Percentages |
|---|---|---|---|---|
| Alterac Valley | 110.78 | 63.94 | 120.37 | 100% |
| Arathi Basin | 60.5 | 43.64 | 81.67 | 68% |
| Eye of the Storm | 78.22 | 33.68 | 88.56 | 73% |
| Strand of the Ancients | 86.86 | 39.84 | 97.59 | 79% |
| Isle of Conquest | 63.37 | 43.99 | 86.44 | 72% |
| Warsong Gulch | 54.9 | 28.87 | 63.83 | 51% |
Last Edited : 7/20/2010
Sunday, October 11, 2009
AV : The Smell of Win
Like wow, is Alterac Valley my friend on holiday weekend. I've done 12 games so far, and will update tomorrow with more b/c with numbers like this I'm certainly not stopping. I went 7-5, not quite a good representation as our battlegroup runs 48% win, and the numbers came out :
Winning HPM : 100.17 / 132.86*
Losing HPM : 95.41
Overall HPM : 97.69 / 113.36*
Mark Honor : 33.06
TOTAL BG HONOR, AV-HOLIDAY : 130.75 / 146.42*
A word of explanation is in order. The first number, in the places above where two are listed, is an unadjusted number using my standard mathematics elucidated elsewhere. However, two of my seven wins were turtles, which SHAFTED the honor per minute rate (down to around 40, even when we won). However, those were the only two games overall that went that way. Because I have a comparatively small sample size here (as yet) I modified my winning numbers by multiplying the non-turtle wins by 80% and the turtle ones by 20% to reduce the, IMO, overly prejudicial impact those numbers were having. Outstandingly noticeable out of this run, five out of my seven wins (the non-turtle ones) and two of the losses (!) gave in excess of 120 HPM, which is a ridiculously lovely number when you consider that other BGs on holiday you're happy to get 85.
My theory is that the way in which holidays give you extra honor is based on attaining different BG objectives (capping a flag in WSG is the easy example here), and b/c AV is so big that it has so many different objectives, there's lots of room to rack up tons of bonus honor. OTOH, to take one win that I did that was a scant 50 seconds from Stormpike Perfection, one of the turtle wins, we only did about 90 hpm despite keeping all our towers and burning all of theirs, keeping balinda, etc. So maybe I'm just full of crap.
I'll post a chart tomorrow after I update my sheet for the end of the holiday, but these quick percentage numbers should convey the magnitude of awesomeness that AV on holiday is :
Total numbers, bg + marks:
AV : 100%
SOTA : 67%
EOTS : 60%
IOC : 59%
AB : 54%
Only Warsong Gulch left and I can make a comprehensive post on holiday weekends...next weekend FTW, especially since my Sox just got swept out of the ALDS and aren't going to be starting the ALCS then :-\.
Winning HPM : 100.17 / 132.86*
Losing HPM : 95.41
Overall HPM : 97.69 / 113.36*
Mark Honor : 33.06
TOTAL BG HONOR, AV-HOLIDAY : 130.75 / 146.42*
A word of explanation is in order. The first number, in the places above where two are listed, is an unadjusted number using my standard mathematics elucidated elsewhere. However, two of my seven wins were turtles, which SHAFTED the honor per minute rate (down to around 40, even when we won). However, those were the only two games overall that went that way. Because I have a comparatively small sample size here (as yet) I modified my winning numbers by multiplying the non-turtle wins by 80% and the turtle ones by 20% to reduce the, IMO, overly prejudicial impact those numbers were having. Outstandingly noticeable out of this run, five out of my seven wins (the non-turtle ones) and two of the losses (!) gave in excess of 120 HPM, which is a ridiculously lovely number when you consider that other BGs on holiday you're happy to get 85.
My theory is that the way in which holidays give you extra honor is based on attaining different BG objectives (capping a flag in WSG is the easy example here), and b/c AV is so big that it has so many different objectives, there's lots of room to rack up tons of bonus honor. OTOH, to take one win that I did that was a scant 50 seconds from Stormpike Perfection, one of the turtle wins, we only did about 90 hpm despite keeping all our towers and burning all of theirs, keeping balinda, etc. So maybe I'm just full of crap.
I'll post a chart tomorrow after I update my sheet for the end of the holiday, but these quick percentage numbers should convey the magnitude of awesomeness that AV on holiday is :
Total numbers, bg + marks:
AV : 100%
SOTA : 67%
EOTS : 60%
IOC : 59%
AB : 54%
Only Warsong Gulch left and I can make a comprehensive post on holiday weekends...next weekend FTW, especially since my Sox just got swept out of the ALDS and aren't going to be starting the ALCS then :-\.
Thursday, October 1, 2009
Holiday HPM Chart
I promised, and I deliver :
| Holiday Battleground | Winning HPM | Losing HPM | Overall HPM (inc. marks) | Overall Percentages |
|---|---|---|---|---|
| Arathi Basin | 59.48 | 49.27 | 77.83 | 80% |
| Eye of the Storm | 78.22 | 33.68 | 88.56 | 91% |
| Strand of the Ancients | 86.86 | 39.84 | 97.59 | 100% |
| Isle of Conquest | 63.37 | 43.99 | 86.44 | 89% |
Wednesday, September 30, 2009
AB holiday HPM / arena
Ihra pushed his rating to a 900 today, scoring some very pretty pants. Resilience over 800, pvp spellpower over 2k, and my partner got her 100 ranked arena match achievement on the same one. So a nice nexus of win all around :-).
Calculated out AB Holiday hpm over the weekend, came up with interesting numbers --
Winning HPM : 59.48
Losing HPM : 42.97
Overall : 51.68 (53% win ratio)
I'll repost the updated holiday chart tomorrow, because I'm tired, but for the moment suffice to make this observation on NON-holiday hpm :
Winning : 57.9
Losing : 37.32
Overall : 48.18
So the HPM is only a tiny bit better on holiday weekends than otherwise. Why is that? The answer *seems* to be, time investment. Now, it IS true that the database is in its infancy, so to speak, but the non-holiday AB takes 14 minutes on average, and the holiday is 19.5. My theory : that on the holiday you see a higher percentage of smart / serious PvPers in the BG so the matches tend to be more strategic and therefore longer? The average honor on holiday/non-holiday for a match is 1064 / 695, respectively, so you ARE getting a lot more honor on the weekend for a game...but your games are also taking, what, 33% longer? So the gain is not very big, at least for this particular BG. *shrug*.
Calculated out AB Holiday hpm over the weekend, came up with interesting numbers --
Winning HPM : 59.48
Losing HPM : 42.97
Overall : 51.68 (53% win ratio)
I'll repost the updated holiday chart tomorrow, because I'm tired, but for the moment suffice to make this observation on NON-holiday hpm :
Winning : 57.9
Losing : 37.32
Overall : 48.18
So the HPM is only a tiny bit better on holiday weekends than otherwise. Why is that? The answer *seems* to be, time investment. Now, it IS true that the database is in its infancy, so to speak, but the non-holiday AB takes 14 minutes on average, and the holiday is 19.5. My theory : that on the holiday you see a higher percentage of smart / serious PvPers in the BG so the matches tend to be more strategic and therefore longer? The average honor on holiday/non-holiday for a match is 1064 / 695, respectively, so you ARE getting a lot more honor on the weekend for a game...but your games are also taking, what, 33% longer? So the gain is not very big, at least for this particular BG. *shrug*.
Saturday, September 19, 2009
Something's rotten
...in the state of Isle of Conquest. Before getting to the meat of holiday HPM here in this BG, I gathered data on people's win/played ratios in my battlegroup, both by virtue of asking in the BG for people to whisper me stats (which I later double-checked) and by checking stats on high-ranking arena teams on our cyclone battlegroup. And they all tell the same story, to wit when added together :
Games played : 220
Games won : 81
In other words, alliance has a 37% win ratio here, which is drastically less than all the others. I'm used to losing slightly more (anywhere from 45-49 win, usually) but this is abnormal enough to raise an eyebrow. My initial response is the default one, to claim that alliance sucks, because that's usually as good a fallback reason as any...except I can't see why they would suck so much MORE in this bg than the other ones. It's the same people playing. And it's not like IoC has any "new" concepts -- it's recycled different things from AV, AB, and SotA, all of which alliance does significantly better in. So what gives here?
I do not have an answer, only a shaky theory. The map has rotational symmetry, much like AB, but not translational(?might be the wrong word) symmetry; ie, you can rotate it 180 degrees and it's the same, but if you flip it across the x or y axis, it's not. The docks, which in most of my games uniformly went to the horde, are not symmetrically placed, they're on the west side. Both keeps have a "vulnerable" side because there's a dropoff to the beach that impedes the ability to shoot down siege vehicles. Alliance weak side is on the left (west), horde weak side is on the right (east). So horde controlling the docks, feeds straight into the vulnerable point on the alliance keep, in a way that alliance controlling the hangar fails to do for the vulnerable horde east side. Therefore I postulate that, while maintaining my view that you should not rush one node and instead try to get 2/3, docks may be more important than the others, one to one. Not because alliance derives any additional benefit from holding it, but because it's important to deny it to the horde.
What I'm not sure on is, is this really an "unfair" map design? Or is it, as I suspect, a combination of luck (after the failure of the "blitz hangar" strategy, the new one favored horde so they keep doing it and succes is reinforcing them?) and idiocy (alliance may have a similar advantage in controlling hangar, but they're just not capitalising on it as well as horde are on theirs)?
The only games that I won this weekend were when me and a few other people grabbed hangar and held it, resisting the temptation to jump on the ship and leave the flag defenseless, in order to give our allies a chance to para-jump and try to beat the horde racing from docks to gate to keep to kill. Le shrug.
In any event the data here :
HOLIDAY ISLE OF CONQUEST (Cyclone)
------------------------
Winning HPM : 63.3
Losing HPM : 43.99
Overall HPM : 51.12
Total BG Honor (HPM + mark turnin HPM) : 86.44
How does this compare to the current leaderboard?
Winning HPM : 73% of SotA (current leader for winning)
Losing HPM : 100%. If you're going to lose, best to lose here.
Overall HPM : 81% of SotA.
Total for IoC (HPM + Marks) : 89% of SotA, still the overall holiday lead.
I am hesitant to apply this number only because the win/loss ratio is so different from the other BGs I've looked at. In other words, take a careful look at your battlegroup's track record in IoC before taking this at face value!
In other news, me and my frost mage partner Kitykat managed to push our 2s rating to 800, thus netting my first ever rating-restricted piece of gear (gloves, and aren't they delicious!)
Games played : 220
Games won : 81
In other words, alliance has a 37% win ratio here, which is drastically less than all the others. I'm used to losing slightly more (anywhere from 45-49 win, usually) but this is abnormal enough to raise an eyebrow. My initial response is the default one, to claim that alliance sucks, because that's usually as good a fallback reason as any...except I can't see why they would suck so much MORE in this bg than the other ones. It's the same people playing. And it's not like IoC has any "new" concepts -- it's recycled different things from AV, AB, and SotA, all of which alliance does significantly better in. So what gives here?
I do not have an answer, only a shaky theory. The map has rotational symmetry, much like AB, but not translational(?might be the wrong word) symmetry; ie, you can rotate it 180 degrees and it's the same, but if you flip it across the x or y axis, it's not. The docks, which in most of my games uniformly went to the horde, are not symmetrically placed, they're on the west side. Both keeps have a "vulnerable" side because there's a dropoff to the beach that impedes the ability to shoot down siege vehicles. Alliance weak side is on the left (west), horde weak side is on the right (east). So horde controlling the docks, feeds straight into the vulnerable point on the alliance keep, in a way that alliance controlling the hangar fails to do for the vulnerable horde east side. Therefore I postulate that, while maintaining my view that you should not rush one node and instead try to get 2/3, docks may be more important than the others, one to one. Not because alliance derives any additional benefit from holding it, but because it's important to deny it to the horde.
What I'm not sure on is, is this really an "unfair" map design? Or is it, as I suspect, a combination of luck (after the failure of the "blitz hangar" strategy, the new one favored horde so they keep doing it and succes is reinforcing them?) and idiocy (alliance may have a similar advantage in controlling hangar, but they're just not capitalising on it as well as horde are on theirs)?
The only games that I won this weekend were when me and a few other people grabbed hangar and held it, resisting the temptation to jump on the ship and leave the flag defenseless, in order to give our allies a chance to para-jump and try to beat the horde racing from docks to gate to keep to kill. Le shrug.
In any event the data here :
HOLIDAY ISLE OF CONQUEST (Cyclone)
------------------------
Winning HPM : 63.3
Losing HPM : 43.99
Overall HPM : 51.12
Total BG Honor (HPM + mark turnin HPM) : 86.44
How does this compare to the current leaderboard?
Winning HPM : 73% of SotA (current leader for winning)
Losing HPM : 100%. If you're going to lose, best to lose here.
Overall HPM : 81% of SotA.
Total for IoC (HPM + Marks) : 89% of SotA, still the overall holiday lead.
I am hesitant to apply this number only because the win/loss ratio is so different from the other BGs I've looked at. In other words, take a careful look at your battlegroup's track record in IoC before taking this at face value!
In other news, me and my frost mage partner Kitykat managed to push our 2s rating to 800, thus netting my first ever rating-restricted piece of gear (gloves, and aren't they delicious!)
Labels:
battlegrounds,
Isle of Conquest,
number crunching
Monday, September 14, 2009
SotA Holiday HPM
I don't generally care much for strand of the ancients...but as it WAS the holiday weekend, and I didn't want to have to wait 6 weeks to gather the data to post here, I intrepidly charged forward and did my ten games for stats. They went 7-3, which was better than average - horde has a slight winning edge here (51-49) as just about everywhere on my battlegroup. In any event the numbers I come up with for the holiday are :
SotA Winning HPM, holiday: 86.86
SotA Losing HPM, holiday: 39.84
SotA Overall HPM, holiday, my BG: 62.8
This compares favorably to the other holiday weekend I've picked up so far, Eye of the Storm, which to refresh your memory came out with:
EotS Winning HPM, holiday: 78.22
EotS Losing HPM, holiday: 33.68
EotS Overall HPM, holiday, my BG: 55.41
I'm not sure that you could conclusively say "Strand > EotS" because I know they award holiday honor on a kill-equivalency based on the BG ("capping a flag in WSG on the holiday nets you the equivalent of 4 HKs extra honor") and so the holiday honor may be worth different amounts to those BGs than the regular one is. Still, it's a narrow lead and one that makes me cry b/c I love Eye of the Storm most of all.
The other interesting thing that I found going on here was that I have to hand it to Horde people complaining about how the Alliance always used to go first. I had initially passed that off as QQing, except for maybe a small psychological advantage, but the numbers do not indicate that to be true. I think this is significantly because Strand awards you bonus honor the more gates you have intact at the end of a defensive battle (or, for that matter, destroy in an offensive one), so if you go first and can make a good race to the relic, the next team to go has much less time to destroy gates. By way of comparison, on two of my winning strand battles where we speed-capped the relic (about 3 minutes) our HPM rate was well over 100 (120 and 163). But when I had similarly awesome teams who capped in three minutes, but were forced to go on the defensive first, the HPM dropped significantly. Even though I tended to have a *lot* more honorable kills (because we outclassed the horde so badly), our HPM floated instead around the 75 marker. So kudos to blizzard on implementing a coin-flip over that one; for once the complainers look to have had a legitimate grievance.
SotA Winning HPM, holiday: 86.86
SotA Losing HPM, holiday: 39.84
SotA Overall HPM, holiday, my BG: 62.8
This compares favorably to the other holiday weekend I've picked up so far, Eye of the Storm, which to refresh your memory came out with:
EotS Winning HPM, holiday: 78.22
EotS Losing HPM, holiday: 33.68
EotS Overall HPM, holiday, my BG: 55.41
I'm not sure that you could conclusively say "Strand > EotS" because I know they award holiday honor on a kill-equivalency based on the BG ("capping a flag in WSG on the holiday nets you the equivalent of 4 HKs extra honor") and so the holiday honor may be worth different amounts to those BGs than the regular one is. Still, it's a narrow lead and one that makes me cry b/c I love Eye of the Storm most of all.
The other interesting thing that I found going on here was that I have to hand it to Horde people complaining about how the Alliance always used to go first. I had initially passed that off as QQing, except for maybe a small psychological advantage, but the numbers do not indicate that to be true. I think this is significantly because Strand awards you bonus honor the more gates you have intact at the end of a defensive battle (or, for that matter, destroy in an offensive one), so if you go first and can make a good race to the relic, the next team to go has much less time to destroy gates. By way of comparison, on two of my winning strand battles where we speed-capped the relic (about 3 minutes) our HPM rate was well over 100 (120 and 163). But when I had similarly awesome teams who capped in three minutes, but were forced to go on the defensive first, the HPM dropped significantly. Even though I tended to have a *lot* more honorable kills (because we outclassed the horde so badly), our HPM floated instead around the 75 marker. So kudos to blizzard on implementing a coin-flip over that one; for once the complainers look to have had a legitimate grievance.
Wednesday, September 9, 2009
All of which means what?
So now there are two battlegrounds to compare, Warsong Gulch and Arathi Basin. Comparatively, and hoping my table-making skills are up to par :
Now that is, as previously mentioned, specific to my battlegroup, and further, to resto druids on the alliance side, and we could throw tons and tons of caveats into that if we wanted to. My solution is to reduce this to a percentage; I am the same across all battlegrounds I do, and presumably you are as well. So I think if we put this in ratios that should be serviceable for anybody, at least for winning & losing. Your overall HPM will vary, because different battlegroups have different win/loss percentages. In any event,
So the current Leader then is Arathi Basin...ie that it is better in Arathi Basin than Warsong Gulch for HPM; I suspected that might be the case, not least because there are more people in AB and therefore more potentials for killing. One might also observe that in overall HPM (which category is specific to my battlegroup, at pains to remind) WSG is about 2/3 of AB. Conveniently, say, the ratio of 10:15, the number of players. I may be leaping to conclusions here, with only two things to judge off of. Just an interesting hypothesis, for now...we'll see if that holds up on further study.
| Battleground | Winning HPM | Losing HPM | Overall HPM |
|---|---|---|---|
| Warsong Gulch | 47.8 | 22.73 | 34.05 |
| Arathi Basin | 57.9 | 37.32 | 49.67 |
Now that is, as previously mentioned, specific to my battlegroup, and further, to resto druids on the alliance side, and we could throw tons and tons of caveats into that if we wanted to. My solution is to reduce this to a percentage; I am the same across all battlegrounds I do, and presumably you are as well. So I think if we put this in ratios that should be serviceable for anybody, at least for winning & losing. Your overall HPM will vary, because different battlegroups have different win/loss percentages. In any event,
| Battleground | Winning HPM (%) | Losing HPM (%) | Overall HPM |
|---|---|---|---|
| Warsong Gulch | 83 | 61 | 69 |
| Arathi Basin | 100 | 100 | 100 |
So the current Leader then is Arathi Basin...ie that it is better in Arathi Basin than Warsong Gulch for HPM; I suspected that might be the case, not least because there are more people in AB and therefore more potentials for killing. One might also observe that in overall HPM (which category is specific to my battlegroup, at pains to remind) WSG is about 2/3 of AB. Conveniently, say, the ratio of 10:15, the number of players. I may be leaping to conclusions here, with only two things to judge off of. Just an interesting hypothesis, for now...we'll see if that holds up on further study.
Arathi Basin HPM
I'm about as sick of cut and pasting as you are of reading it, so we're shortcutting this week. For references on the math that I use to come up with these numbers, please see my earlier post, Warsong HPM.
My ten games for AB came out 6-4, which fits since AB is a game that my battlegroup is apparently decently good at, though I am somewhat skeptical of the numbers. I had three five-caps in my six wins, which I suspect may skew the numbers. At any rate I do keep the spreadsheets updated so hopefully over time that will even out any potential irregularities.
The nuts and bolts:
Winning HPM : 57.9
Losing HPM : 37.32
Overall HPM, accounting for my BG's win percentage (54%) : 48.46
Adding the mark turn-in honor (36.91) nets a total honor for AB of 85.37.
My ten games for AB came out 6-4, which fits since AB is a game that my battlegroup is apparently decently good at, though I am somewhat skeptical of the numbers. I had three five-caps in my six wins, which I suspect may skew the numbers. At any rate I do keep the spreadsheets updated so hopefully over time that will even out any potential irregularities.
The nuts and bolts:
Winning HPM : 57.9
Losing HPM : 37.32
Overall HPM, accounting for my BG's win percentage (54%) : 48.46
Adding the mark turn-in honor (36.91) nets a total honor for AB of 85.37.
Sunday, August 30, 2009
Warsong HPM & Observations
Ta-da, time to calculate HPM for Warsong Gulch. Nothing to compare to as yet, since the EotS stuff was for the holiday weekend.
My numbers for WSG from the 10-game sample came out 4-6 which is again a close approximation to my battlegroup's statistics (47/53). Two very interesting observations came out of these ten games. One was that in nine out of ten games, the first flag cap won, which seems to bear out popular wisdom post-time-limiting this battleground. The other interesting thing is that 4 of these 10 matches were decided by the time expiry conditions, which indicates that Blizzard's plan to shorten the BG is actually backfiring. People's tendency to hunker down and turtle (and turtle well) may result in a cap on maximum time, but the *average time* has increased. Before there was a time limit, the average WSG was 17.56 minutes, but with my ten games here sampled the average is 18.6, a full minute longer. I mean I guess it's nice to not have epic hour-long WSG matches anymore, but those were a lot fewer and farther between than people seem to think -- understandably really, given the psychological impact of being locked in a brutal close game for an hour -- since the pre-limiting average time was more or less on par with the other BGs and this was a possible overreaction by Blizzard.
You'll notice some similarity b/c I'm cut-and-pasting and replacing numbers ;-), but he numbers here in straight honor for a non-holiday WSG, came out as:
Losing Honor per Minute (HPM) : 22.73
Winning HPM : 47.8
So as a formula here to apply on your own battlegroup, you could look in your statistics pane on the achievement and come up with
Total WSG HPM (F) = (X/Y)*(47.8) + ((Y-X)/Y)*(22.73)
where
X = "number of WSG wins" and
Y = "Number of WSG games played"
On my server, x = 28 and Y = 59, X/Y = 0.47 like I mentioned above, so that comes out to be
Total WSG HPM = (0.47)*(47.8) + (0.53)*(22.73) = 34.62
------------------------------------------------------------------
To calculate the Mark Turn-in honor,
Average Marks WSG (W) = (X/Y)*3 + ((Y-X)/Y)
In my case,
Average Marks WSG = 3 * 0.47 + 0.53 = 1.95 (b/c we lose very slightly more than we win on my battlegroup).
Every turn-in of marks is going to net you 1489 honor at level 80. Every BG you do is netting you some percentage of that honor, to wit:
Average Turn-in HPM for WSG = (1489*W) / (6*S)
where S = average time of a match. On my battlegroup it's 18.6 minutes, and I suspect you could probably use that as a non-variable b/c it's probably close to the same across all battlegroups unless your W/L percentage is dramatically different from 50/50 for whatever reason.
Again using my battlegroup:
Turn-in HPM (T) = (1489*1.95) / (6*18.6) = 26.01.
--------------------------------------------------------------------
So the total you're getting here is going to be the turn-in HPM plus the HPM you got just for fighting there :
Total HPM = T + F
For me:
Total HPM = 26.01 + 34.62 = 60.63.
The TL;DR version:
The winning coefficient for WSG is 47.8 HPM, and the losing coefficient is 22.73. This should be standard across all battlegroups, by which I mean that if I transferred to a different battlegroup I would have a similar result. Other classes / roles may have varying numbers (rogues for example tend to have easily double my HKs in a BG), so the importance of these numbers are in comparatives rather than absolutes. In other words...YMMV. But I've got the formulas here you can plug in your battlegroup stats to and at least get comparative numbers once I have the other ones up.
My numbers for WSG from the 10-game sample came out 4-6 which is again a close approximation to my battlegroup's statistics (47/53). Two very interesting observations came out of these ten games. One was that in nine out of ten games, the first flag cap won, which seems to bear out popular wisdom post-time-limiting this battleground. The other interesting thing is that 4 of these 10 matches were decided by the time expiry conditions, which indicates that Blizzard's plan to shorten the BG is actually backfiring. People's tendency to hunker down and turtle (and turtle well) may result in a cap on maximum time, but the *average time* has increased. Before there was a time limit, the average WSG was 17.56 minutes, but with my ten games here sampled the average is 18.6, a full minute longer. I mean I guess it's nice to not have epic hour-long WSG matches anymore, but those were a lot fewer and farther between than people seem to think -- understandably really, given the psychological impact of being locked in a brutal close game for an hour -- since the pre-limiting average time was more or less on par with the other BGs and this was a possible overreaction by Blizzard.
You'll notice some similarity b/c I'm cut-and-pasting and replacing numbers ;-), but he numbers here in straight honor for a non-holiday WSG, came out as:
Losing Honor per Minute (HPM) : 22.73
Winning HPM : 47.8
So as a formula here to apply on your own battlegroup, you could look in your statistics pane on the achievement and come up with
Total WSG HPM (F) = (X/Y)*(47.8) + ((Y-X)/Y)*(22.73)
where
X = "number of WSG wins" and
Y = "Number of WSG games played"
On my server, x = 28 and Y = 59, X/Y = 0.47 like I mentioned above, so that comes out to be
Total WSG HPM = (0.47)*(47.8) + (0.53)*(22.73) = 34.62
------------------------------------------------------------------
To calculate the Mark Turn-in honor,
Average Marks WSG (W) = (X/Y)*3 + ((Y-X)/Y)
In my case,
Average Marks WSG = 3 * 0.47 + 0.53 = 1.95 (b/c we lose very slightly more than we win on my battlegroup).
Every turn-in of marks is going to net you 1489 honor at level 80. Every BG you do is netting you some percentage of that honor, to wit:
Average Turn-in HPM for WSG = (1489*W) / (6*S)
where S = average time of a match. On my battlegroup it's 18.6 minutes, and I suspect you could probably use that as a non-variable b/c it's probably close to the same across all battlegroups unless your W/L percentage is dramatically different from 50/50 for whatever reason.
Again using my battlegroup:
Turn-in HPM (T) = (1489*1.95) / (6*18.6) = 26.01.
--------------------------------------------------------------------
So the total you're getting here is going to be the turn-in HPM plus the HPM you got just for fighting there :
Total HPM = T + F
For me:
Total HPM = 26.01 + 34.62 = 60.63.
The TL;DR version:
The winning coefficient for WSG is 47.8 HPM, and the losing coefficient is 22.73. This should be standard across all battlegroups, by which I mean that if I transferred to a different battlegroup I would have a similar result. Other classes / roles may have varying numbers (rogues for example tend to have easily double my HKs in a BG), so the importance of these numbers are in comparatives rather than absolutes. In other words...YMMV. But I've got the formulas here you can plug in your battlegroup stats to and at least get comparative numbers once I have the other ones up.
Friday, August 28, 2009
Grouping Up (or, "The Hangar Blitz, Revisited")
So it seems I may not honor cap myself after all, given my recent preoccupation with a) trying to bear-tank, b) levelling a horde alt to 20, and c) frantically dispensing arena advice to several guildies and pseudo-arena partners about what they should be doing with their week off (short answer: spend arena points if you have them. Otherwise DON'T BUY *ANYTHING*).
I have to admit I have not played the new BG as much as I thought I would, despite how fun I find it. Part of that's just lackadaisicalness...others, my desperate pursuit of the EotS meta-achievement which keeps driving me back into the maelstrom. But on both of my two most-recent forays into(onto?) the Isle I ran into an unpleasant retread of Cynwise's Hangar Blitz -- only now, we're calling for Everyone to the Docks and We Will Win Fer SURE. I would venture to guess this is the product of small minds who, after an initial euphoric rush of success with the HB, suddenly started running into the wall once the chaos settled down and people realised how to block it. Hence they now move to a different zerg target, while maintaining the same mentality that caused the problem in the first place. It seems to me that the 3 middle nodes all give you a way into the keep, and to zerg one is to lose the other two, putting you at a serious keep disadvantage. The only thing I ever found viable about the Alterac Blitz was that it was basically a race and if the other team went for it as well then it it was a fairly even run for both sides at who could kill the general first. In IoC that is not the case, and if you "zerg" one then you're allowing the other team to "zerg" the other two and it is no longer a Fair race with even chances to win it. That's applicable to any of those three middle nodes.
But I think the problem with the strategy goes deeper than that, and crosses several battlegrounds, with the notable exception of the two battlegrounds where grouping everyone together makes a halfway amount of sense. Deep down, people just don't like to be alone. There's a mentality about group-running everywhere that sacrifices space for mass. And that's a serious problem in places like AB & EotS -- which depend totally on space control -- and a lesser but still dangerous problem in AV/Isle where you need a mix of a strong strike team and control of strategic points.
In WSG and Strand, it makes sense to group up. Splitting the tanks in SotA will lead to defeat a lot more often than grouping them at the beginning. If you exclude complicated twink-WSG strategies that involve 3-4 different groups around the field, I find that the best success comes in grouping everyone on O at the beginning, and then killing the enemy FC on your way back across the field. And yet, paradoxically, it's in these two BGs that you most often find people scattering -- solo or two-man attacks on the EFC after he's made it back to their side of the map, or random, sputtering tank assaults on different gates without waiting for another tank to come up in support from a farther-behind spawn point.
I have a suspicion that the group mentality may stem from BC where there were no (or next to no) BG healers and so grouping up was your only way to increase your survivability. Nowadays, though that's not so much of a problem, people are still locked in their no-healers-I-must-rely-on-myself mindset. The solution to this I think is the same one that would solve almost all BG PvP problems:
COMMUNICATION
I tend to take the lead on this because I am myself a healer but if nobody steps up then try to do it yourself. Phaelia over at resto4life had a post many moons ago about her brief foray into PvP and how it helped her in PvE. Borrowing a note from that most esteemed tree, I might suggest in reverse that there's an aspect of PvE that helps in PvP and that is
Make Healing Assignments
Do a quick scroll through your raid-mates in a battleground. Determine who is a healer. Politely whisper them and ask where they are planning on going. Wherever that is, go the other way. In EotS when they tell me they are going to MT, I go to DR, to make sure that there is going to be some healing everywhere instead of a boom/bust cycle where we're all clumped up everywhere.
Instill Confidence by Being Visible
Make sure the healing is visible and commented upon in /bg so that people know there are healers. And I mean that on both sides of the coin -- if you're DPS and some healer just kept you up for several minutes while the two of you fought off 7 people trying to take your node, comment on that in /bg. If you're a healer and some dps stopped what they were doing to come peel all the tree-haters off of you, make that comment in /bg as well, with subtle allusions to how much that helps the team. Ie, "Thanks for that; I heal everyone so much better when I don't have to be scrambling to protect myself."
Will it change attitudes over night? Probably not. But making sure that everyone knows there are healers present and working in a BG will in the long run, hopefully give people back some of that confidence which is so evidently lacking in persons who won't attack a node unless 2/3 of the team goes with them.
I have to admit I have not played the new BG as much as I thought I would, despite how fun I find it. Part of that's just lackadaisicalness...others, my desperate pursuit of the EotS meta-achievement which keeps driving me back into the maelstrom. But on both of my two most-recent forays into(onto?) the Isle I ran into an unpleasant retread of Cynwise's Hangar Blitz -- only now, we're calling for Everyone to the Docks and We Will Win Fer SURE. I would venture to guess this is the product of small minds who, after an initial euphoric rush of success with the HB, suddenly started running into the wall once the chaos settled down and people realised how to block it. Hence they now move to a different zerg target, while maintaining the same mentality that caused the problem in the first place. It seems to me that the 3 middle nodes all give you a way into the keep, and to zerg one is to lose the other two, putting you at a serious keep disadvantage. The only thing I ever found viable about the Alterac Blitz was that it was basically a race and if the other team went for it as well then it it was a fairly even run for both sides at who could kill the general first. In IoC that is not the case, and if you "zerg" one then you're allowing the other team to "zerg" the other two and it is no longer a Fair race with even chances to win it. That's applicable to any of those three middle nodes.
But I think the problem with the strategy goes deeper than that, and crosses several battlegrounds, with the notable exception of the two battlegrounds where grouping everyone together makes a halfway amount of sense. Deep down, people just don't like to be alone. There's a mentality about group-running everywhere that sacrifices space for mass. And that's a serious problem in places like AB & EotS -- which depend totally on space control -- and a lesser but still dangerous problem in AV/Isle where you need a mix of a strong strike team and control of strategic points.
In WSG and Strand, it makes sense to group up. Splitting the tanks in SotA will lead to defeat a lot more often than grouping them at the beginning. If you exclude complicated twink-WSG strategies that involve 3-4 different groups around the field, I find that the best success comes in grouping everyone on O at the beginning, and then killing the enemy FC on your way back across the field. And yet, paradoxically, it's in these two BGs that you most often find people scattering -- solo or two-man attacks on the EFC after he's made it back to their side of the map, or random, sputtering tank assaults on different gates without waiting for another tank to come up in support from a farther-behind spawn point.
I have a suspicion that the group mentality may stem from BC where there were no (or next to no) BG healers and so grouping up was your only way to increase your survivability. Nowadays, though that's not so much of a problem, people are still locked in their no-healers-I-must-rely-on-myself mindset. The solution to this I think is the same one that would solve almost all BG PvP problems:
COMMUNICATION
I tend to take the lead on this because I am myself a healer but if nobody steps up then try to do it yourself. Phaelia over at resto4life had a post many moons ago about her brief foray into PvP and how it helped her in PvE. Borrowing a note from that most esteemed tree, I might suggest in reverse that there's an aspect of PvE that helps in PvP and that is
Make Healing Assignments
Do a quick scroll through your raid-mates in a battleground. Determine who is a healer. Politely whisper them and ask where they are planning on going. Wherever that is, go the other way. In EotS when they tell me they are going to MT, I go to DR, to make sure that there is going to be some healing everywhere instead of a boom/bust cycle where we're all clumped up everywhere.
Instill Confidence by Being Visible
Make sure the healing is visible and commented upon in /bg so that people know there are healers. And I mean that on both sides of the coin -- if you're DPS and some healer just kept you up for several minutes while the two of you fought off 7 people trying to take your node, comment on that in /bg. If you're a healer and some dps stopped what they were doing to come peel all the tree-haters off of you, make that comment in /bg as well, with subtle allusions to how much that helps the team. Ie, "Thanks for that; I heal everyone so much better when I don't have to be scrambling to protect myself."
Will it change attitudes over night? Probably not. But making sure that everyone knows there are healers present and working in a BG will in the long run, hopefully give people back some of that confidence which is so evidently lacking in persons who won't attack a node unless 2/3 of the team goes with them.
Monday, August 24, 2009
Stats & Titles
First of all, RATED BGS AND PVP TITLES. WOOHOO! I always thought it was a bit corny and elitist that those who got titles in vanilla wow could rub it in our faces without us every having a chance to get them. As long as they're still competitive to get (and not, as someone said in the wow.com comments section, "ghostcrawler wants everyone to experience everything so all titles will be super easy") I'm delighted with this change. I'm a little sketchy too over how they're describing the rated BGs but Blizzard generally gets their feet solidly on the ground before they release things so I remain faithful that despite my initial skepticism it will probably be good when it sees release.
Anyway on to my favorite love, calculating stats for BGs. I was just getting my list started when 3.2 came along and messed everything up, stats-wise, for 3/5 of the battlegrounds, necessitating a wipe and restart. My first question I wondered was, it's holiday weekend. Am I better off zerging the holiday BG, which won't get any marks turn-ins, or rotating around like I usually do for the turn-in? After I asked this question, I realised that if I zerged the holiday BG every weekend then every 6th weekend I'd have a massive amount of turn-ins anyway, assuming I was willing to play the long-ball, and then I'd get the best of both worlds. So I reduced my question to, what kind of honor are you looking at, assuming you play intelligently enough to eventually be able to do turnins?
I am here collating the Holiday Weekend for Eye of the Storm, which was this past weekend. I sampled 10 games, which went 5-5 and I guess that's a reasonable approximation based on the server. Each game lasted an average of 14.4 minutes, which is interesting b/c according to my BC spreadsheet (where it was still 2000 points to win) the games lasted 16.45 minutes which means that cutting the points to 75% of their original did not have a similar effect on the game time. I mean yes, some shortening is occurring but it's more like 88% of the time. An interesting side note, anyway.
The numbers here in straight honor, on the holiday weekend, came out as:
Losing Honor per Minute (HPM) : 33.68
Winning HPM : 59.04
So as a formula here to apply on your own battlegroup, you could look in your statistics pane on the achievement and come up with
Total H.EotS HPM (F) = (X/Y)*(59.04) + ((Y-X)/Y)*(33.68)
where
X = "number of EotS wins" and
Y = "Number of EotS games played"
On my server, x = 61 and Y = 125, X/Y = so that comes out to be
Total H.EotS HPM = (0.49)*(59.04) + (0.51)*(33.68) = 55.41
------------------------------------------------------------------
That's your baseline for the holiday. But you do, as I mentioned earlier, also get marks. How many marks you get should probably be close to 2 on average, since you get 3 for a win and 1 for a loss and most BGs I've found split 50-50 despite people's skewed perceptions (including my own). If you wanted to be nitty gritty about it, you would use something like
Average Marks EotS (W) = (X/Y)*3 + ((Y-X)/Y)
In my case,
Average Marks EotS = 3 * 0.49 + 0.51 = 1.98 (b/c we lose very slightly more than we win on my battlegroup).
Every turn-in of marks is going to net you 1489 honor at level 80. Every BG you do is netting you some percentage of that honor, to wit:
Average Turn-in HPM for EotS = (1489*W) / (6*S)
where S = average time of a match. On my battlegroup it is 14.4 minutes, and I suspect you could probably use that as a non-variable b/c it's probably close to the same across all battlegroups unless your W/L percentage is dramatically different from 50/50 for whatever reason.
Again using my battlegroup:
Turn-in HPM (T) = (1489*1.98) / (6*14.4) = 34.05.
--------------------------------------------------------------------
So the total you're getting here on the holiday weekend is going to be the turn-in HPM plus the HPM you got just for fighting there :
Total HPM = T + F
For me:
Total HPM = 34.05 + 55.41 = 89.46.
--------------------------------------------------------------------
Someday, it is my dearest wish to take all my data and code a mod for it that will pull the data out of your stats pane and calculate it for you in a pretty in-game window. In the meantime...I'll be doing this for other BGs as well, so stay tuned :-).
Anyway on to my favorite love, calculating stats for BGs. I was just getting my list started when 3.2 came along and messed everything up, stats-wise, for 3/5 of the battlegrounds, necessitating a wipe and restart. My first question I wondered was, it's holiday weekend. Am I better off zerging the holiday BG, which won't get any marks turn-ins, or rotating around like I usually do for the turn-in? After I asked this question, I realised that if I zerged the holiday BG every weekend then every 6th weekend I'd have a massive amount of turn-ins anyway, assuming I was willing to play the long-ball, and then I'd get the best of both worlds. So I reduced my question to, what kind of honor are you looking at, assuming you play intelligently enough to eventually be able to do turnins?
I am here collating the Holiday Weekend for Eye of the Storm, which was this past weekend. I sampled 10 games, which went 5-5 and I guess that's a reasonable approximation based on the server. Each game lasted an average of 14.4 minutes, which is interesting b/c according to my BC spreadsheet (where it was still 2000 points to win) the games lasted 16.45 minutes which means that cutting the points to 75% of their original did not have a similar effect on the game time. I mean yes, some shortening is occurring but it's more like 88% of the time. An interesting side note, anyway.
The numbers here in straight honor, on the holiday weekend, came out as:
Losing Honor per Minute (HPM) : 33.68
Winning HPM : 59.04
So as a formula here to apply on your own battlegroup, you could look in your statistics pane on the achievement and come up with
Total H.EotS HPM (F) = (X/Y)*(59.04) + ((Y-X)/Y)*(33.68)
where
X = "number of EotS wins" and
Y = "Number of EotS games played"
On my server, x = 61 and Y = 125, X/Y = so that comes out to be
Total H.EotS HPM = (0.49)*(59.04) + (0.51)*(33.68) = 55.41
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That's your baseline for the holiday. But you do, as I mentioned earlier, also get marks. How many marks you get should probably be close to 2 on average, since you get 3 for a win and 1 for a loss and most BGs I've found split 50-50 despite people's skewed perceptions (including my own). If you wanted to be nitty gritty about it, you would use something like
Average Marks EotS (W) = (X/Y)*3 + ((Y-X)/Y)
In my case,
Average Marks EotS = 3 * 0.49 + 0.51 = 1.98 (b/c we lose very slightly more than we win on my battlegroup).
Every turn-in of marks is going to net you 1489 honor at level 80. Every BG you do is netting you some percentage of that honor, to wit:
Average Turn-in HPM for EotS = (1489*W) / (6*S)
where S = average time of a match. On my battlegroup it is 14.4 minutes, and I suspect you could probably use that as a non-variable b/c it's probably close to the same across all battlegroups unless your W/L percentage is dramatically different from 50/50 for whatever reason.
Again using my battlegroup:
Turn-in HPM (T) = (1489*1.98) / (6*14.4) = 34.05.
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So the total you're getting here on the holiday weekend is going to be the turn-in HPM plus the HPM you got just for fighting there :
Total HPM = T + F
For me:
Total HPM = 34.05 + 55.41 = 89.46.
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Someday, it is my dearest wish to take all my data and code a mod for it that will pull the data out of your stats pane and calculate it for you in a pretty in-game window. In the meantime...I'll be doing this for other BGs as well, so stay tuned :-).
Labels:
battlegrounds,
eye of the storm,
number crunching
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