01/29/13

WoW Back When: 133 Hours to Level 33

Ulthil-Brownbeard

Last night I logged into my favorite MUD and was surprised to see that I had logged over 400 hours on one character. I shouldn’t have been surprised, not with how much I played that game, but going back into a text-based world really accentuated how much my tastes have evolved. I spent 400 hours on thishow different my mindset must have been back then. Then I got thinking: I’ve played WoW for nearly as long, I wonder how many hours I have there? So for the first time ever, I logged into each toon and tallied up my total /played. 1,836 hours. Over five solid months of waking days. Puts things in perspective a little bit. What surprised me more, though, was how many hours some of my very first characters had.

The peak has to be my second character: Ulthil Brownbeard, Paladin of Stormwind. He had 133 hours and was only level 33. I look at that now in wonder. How the hell did I spend so much time on that character and not level? Ulthil was special to me, though, that I remember. I made him during my first or second week of play back in 2006, shortly before The Burning Crusade came out. I’d just made the jump from MUDs into full blown MMOs and was absolutely entranced. I roleplayed that character at every opportunity. He wasn’t just a paladin because of his abilities, he was a paladin in every way I played him. I remember bowing to NPCs in the Stormwind Cathedral and replying to NPCs like they were other roleplayers. I even joined a guild where all chat had to be done in character.

The world was exciting and fresh. Elwynn Forest represented every magical wood I’d read about. I remember thinking of how cool it was when I finally found the kobold mine between the farms, this little red ramshackle roof hanging from the side of this bowl in the ground. It was exciting finding it. I didn’t much know where I was going but I knew I was getting close when I started seeing random miners amongst the spiders and bears. It felt dangerous and adventurous. Then when I was inside, another Paladin messaged me in-character and asked if I’d like to join a band of fellow holy men to rid Azeroth of the evil that plagued it. (I wonder when the last time was THAT happened to a WoW player). I died a few times to these level 5 kobolds, calling out random taunts as I used my holy hammer and other abilities, but I figured, hey, why not. So I joined up and started writing short stories and dwarven bar songs that told Ulthil’s history.

Every zone was magical. It was filled with the promise of the unknown. I didn’t even know dungeons existed until someone in Westfall asked me if I would go. I died trying to get there. It seemed easy to die back then but I was also unprepared for anything more than kittens and puppy-dog tails. Dungeons astounded me, though. MUDs didn’t have instances! That there was an option for a focused adventure, totally separate from the rest of the world, that offered great loot blew me away. I went left there with a couple of blue items thinking of how lucky I was. I was going to sell those items and get rich! I was disappointed and confused when I found out that everything was soulbound. What was soulbinding? How do you remove it? Still, I called my friend Orin that night and asked him if he’d heard of The Deadmines and that he had to try it out.

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Everything was slow. Everything was discovery. I was tickled to see that different mining nodes popped up as you went between zones and disappointed that spiders in Hillsbrad were the same as those in Dun Morogh. I was captivated by areas out of my level range, especially if they were filled with elite mobs, because what lay beyond must have been amazing. 133 hours later, I was only level 33 and ready to see what lay on the Horde’s side of the world. There was just so much and I wanted to drink in every single second of it.

Looking at Ulthil’s /played so many memories came back to me. Then I looked at my level 35 warlock with his 22 hours played and wonder how much has been lost in the transition. WoW is still WoW, no doubt about it, and I don’t know if I would say that something’s been lost so much as changed. Everything is faster now, everything is more directed, but does it change those first few weeks for the new player, when the world is literally at their doorstep?

I would have to say not. I look back at my memories fondly but I’m sure that lots of more veteran MMO players read my experiences in 2006 much differently than their own. To that end, I think we have to question ourselves when we say such negative things about how WoW has evolved. My memories of that time really don’t have much to do with mechanics as they do with ideas. Sure, it took a while to level and I had to find quests without the breadcrumbs, but any sense of discovery I had was rooted in the mystery of a new world. A new WoW player isn’t rushing to WoWPro to find a leveling guide. They’re not doing any of the things we come to do in our second- and third-hundred hours. They’re there, filled with wonder, wondering what’s over the next rise.

We can disagree with designs, we can disagree with business models, we can become bitter and jaded and too cool for school. But that experience is why we fell in love with MMOs and why thousands of people keep doing so every day. I welcome every new generation of players because they get to experience things I may never be able to again and that’s an awesome thing.

01/28/13

Episode 6 – Good Luck, Scott Hartsman!

MMORadioSmall

Hello again, MMO Radio friends! We’re happy to return again for Episode 6 this week as we wish one of our absolute favorite MMO developers, Scott Hartsman, a fond farewell and good luck as he parts ways with Trion Worlds. Most probably recognize Scott as the Executive Producer of RIFT, but we look all the way back to the development days of Warcraft II and Everquest 1, how he’s credited with “saving” Everquest 2 from a precipitous fall, and do our best track how he’s become one of the “legendary producers” of the industry.
Not content to let bad news linger, Trion followed up the announcement with another, much happier one: they’re set to publish ArcheAge in the west! As interesting as this sandbox looks, we had to spend a few minutes breaking down why that news is fan-freaking-tastic.

In Quick Hits, Chris — free of the NDA — shares why EVE counterpart, DUST514, might wind up a flop on the Playstation 3. Adam lightens the mood by introducing us to the Ultimate Gamer’s Storage Bag. Also, an awesome free Pokemon-like on iOS call Haypi Monsters!

Chris’ Links: Hooked GamersGame By NightVagary.TV
Adam’s Links: Epic Slant Press

Kickstarter of the Show: Ultimate Gamer’s Storage Bag

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01/7/13

[WoW] Once More at the Level Cap: Looking Back at 85-90

Well, I’ve made it again and I am once more at the level cap in World of Warcraft. It took me longer this time than probably any one of their expansions to date, but I’m glad I made it. It may not have happened, in all honesty — I’d already tried and given up once before — but a good friend returned and I took the chance at trying again. The journey was filled with ups and downs and now that I’m here, I think it’s time for a bit of reflection.

Level progression was loose and easy but I can’t help but feel let down. Mists of Pandaria is an exercise in rigidity. Questing follows the same model we saw in Cataclysm but to a heightened state. Quest hubs will unilaterally usher you along the leveling super highway with every handful of quests buzzing you past another exit. Eventually hit 90 and decide if it’s time to get off. There are pitstops for lore and other distractions but each is extremely short-lived with little trade-off for the time spent. It works, and a lot of the quests are fun and well designed, but the general sense is one of being ushered through: You don’t want to wait too longer because something else (not better) is just around the bend.

racemap

I don’t think I like that. I don’t think I like the direction WoW has gone. Blizzard has always supported directed gameplay but this is beyond that. It is defined gameplay. Even exploration doo-dads, these lore items and junk pick-ups that are instantly traded in for cash, are only the bare minimum required to say Blizzard supports exploring. They don’t. Play as prescribed and call me in the morning.

I’ve mentioned in the past how impressed I was at the level design in Jade Forest. The single most disappointing thing of this expansion is that every other zone fails to meet that bar. Where are the instanced story sequences? Where is the voice narration? Where are the new quest types? I mean, the sniper bit in Jade Forest wasn’t tried-and-true MMO fare but it was at least new. Everything that came after was cut-and-paste from 2009 — plus vehicles. I would be willing to bet, even, that the reason players begin in Jade Forest is because some developer probably noticed its content was the most unique thing on offer in MoP. Playing through Townlong Steepes and seeing the crystal-snake from Stonecore pop out of the ground (because, why not?) really captured the sense of re-hash that pervades the experience.

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But for all that, I have never claimed WoW was a bad or unworthy game. There were some damn fun parts in leveling up. Pretty much anything that allowed you to kill masses of enemies at once sparkled. Smashing evil monkies with a giant yeti was a great time. As was the martial arts training sequence. All that needed to be a proper montage was Eye of the Tiger. Even playing standard Kill/Collect quests was a good time because what WoW does well, it runs with. Environments are over-saturated and beautiful. Mastering your class is easy to try and hard to perfect. The added movement for even the most basic battles also adds an element of reactivity previously only found in group content.

Normal mode dungeons are fun but lacking. By level 87 I had played through every one of them. By 88 I was avoiding them because, well, why bother? Apart from seeing the content, there wasn’t much motivation to actually get in until 89 when you begin preparing for heroics.

Another thing that bears mentioning is that the number systems are simply out of control. At level 10 you’re getting +5 stat armor. By 89 you’re getting +450 stat armor, multiple times over. I dinged 90 with almost 400k health. Levels require tens of millions of experience points and reading quests slows things down to the point where actually getting them is a drag. At that point, questing isn’t about “experience” or story or world. It’s about filling in a percent of a bar. 2% here, 1% there, gogogo to ding grats thx.

Numbers are so out of control they are choking out their very meaning. Tell me, what’s the difference between 350k and 400k HP? A raid-geared TBC tank. Or one hit. You choose.

Now that I’m 90, I will get back into the routine of collecting gear for heroics and LFR. I always enjoyed that aspect of the game. Tangible progression, cool outfits. I do wonder if I will make it, though, hating dailies as I do.

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And with that, I would like to make a prediction. Without ever having completed daily #1 in MoP, and without regard to how fun any of them may actually be, I feel confident in saying that building the endgame on the back of daily quests will be viewed as the single biggest failing of this expansion.

I say this for two reasons. First, Blizzard have made completing them a requirement with the introduction of lucky coins (which give extra loot rolls). Pairing this with wider accessibility of raiding LFR has provided, people feel herded towards them. Second, and more importantly, the current implementation of dailies takes the raid  problem and pushes it into the rest of the world. Don’t like repeating the same content ad nauseum? Well, instead of doing that once a week with a chance at progression, now you get to do it every day with the chance at none. Tell me players won’t get tired of that and I’ll tell you about this floating island I have.

Sorry for the snark. Dailies are fine as a limited option. They are not an endgame and nor should they be anything more than a temporary gateway.  Even with lots of options, over an expansion cycle they will all get seen, all get played out, and the less fun ones will be pushed to the side while the better ones become objects of scorn. Players need movement. They need progress. It doesn’t matter how good your quest is, after completing it 30 times, it becomes a chore before going outside to play.

Overall, I’m happy I made it to 90 and I won’t be surprised if the game opens up a bit. Despite my conclusions above, I expect to actually enjoy some of the dailies because I won’t be doing them to death. My plan right now is to begin tanking with my Death Knight (the game does a good job of getting you gear ready) and get the extra few points I need to begin heroics. Then it’s raiding through the LFR to see the content through.

Now that I’ve pushed through and am 90, I need to get back to RIFT and see more of Storm Legion. Plus, TSW, a game I bought, am extremely intrigued by, but keeps getting pushed to the side because I should probably get these sub games in before my time expires. How about that?

06/23/12

Blizzard: Money drunk and sense dry

Tell me what’s wrong with this picture. You go to a digital store-front to buy a game. You put in your credit card number and are promptly charged $60. Six hours later your game is downloaded, installed, and ready to go. It’s a dungeon crawler, so you crawl some dungeons, level up a bit and – WHAM. You’re hit with an error message thanking you for playing the starter edition of the game. The message helpfully apologizes for the inconvenience but due to a 72-hour approval process, you’re no longer allowed to level. Oh, and that gear you collected to sell to other players? Sorry, the auction house is off limits. Well hell, you may as well try some multiplayer. Except not: Starter edition.

Sound crappy? Welcome to Blizzard Land, your one stop shop for complete and total detachment from consumer expectations.

This is a real thing. Blizzard announced this week that all digital buyers of Diablo 3 will be subject to a 72 hour vetting process before being allowed to access the full game. There are so many things wrong with this it’s not even eye-roll worthy but well into “what the hell are they thinking” territory. In essence, despite shelling out $60 for the game — money which they receive almost immediately while you’re stuck waiting — every digital buyer will be treated as if they’re on a trial account until Blizzard deems them worthy of playing the full thing. Here are the limits:

  • Act I up to the Skeleton King is available
  • Level 13 cap
  • Unverified digital purchasers cannot trade items or drop items for other players to receive
  • Unverified digital purchasers are not able to chat in any public or game channels
  • Unverified digital purchasers cannot attach a custom message to friend requests, but they can send/accept friend requests, and play with their friends
  • Matchmaking available only with other Starter Edition players
  • No Auction House access (Real Money or Gold)
  • Global Play is not available.

It’s pretty evident that this is being done to stem the tide of gold spam (worthless in this game anyway). It’s also pretty evident that Blizzard does not give two damns what you think of DRM or why you think it. Don’t misunderstand, this limit isn’t DRM, but the mistake Blizzard is making here is of exactly in that wheelhouse: Punish legitimate players to get at the “bad guys.”

Except this is worse. It is morally dubious for a company to take your money for a full product — as the $60 price point would imply — and then give you something less and limited. Screw the nice-speak: It’s friggin’ wrong and ass backwards. After all, it’s not like they could just red flag common spam names which are almost universally random conglomerations of letters. That would be too easy.

When people talk about Blizzard being up on their pedestal, this is what they’re talking about. They don’t care what you think. They don’t care how you feel. All they know is that they won your heart ten years ago and made a metric ton of money on their stolen IP MMO and that you will continue to pay no matter what they do. Kind of makes you wish you’d ripped off some ideas of your own, eh?

Aren’t we happy World of Warcraft was such a success? All it’s done is completely shatter whatever it was we once believed Blizzard to be. Now they’re just another arm of Activision sucking the consumer dry while plugging its ears and saying “I can’t hear you, la la la la la.” Elders know best, after all.

I’ll say it now: I hope their next MMO fails. I hope it crashes and burns and teaches these guys that their customers are more than sheep to be led to the slaughter. Blizzard make good games. A lot of other studios do too and none of them have their heads so far up their own backside. This is a big shift for me; I don’t want MMOs to fail, even ones I don’t play. But the fact is, this won’t change without something big to knock them out of their stupor — and stupor is the right word for a company so money drunk and sense dry as Blizzard has become.

Update: Apparently they’re backing off and calling this a glitch now. Except it wasn’t a glitch yesterday when their company line was “intended feature.”  They’re also saying that the delay is based upon card processing. No.  I worked in the field and 72-hour delays are not only non-standard but flat out unusual for most transactions. As a matter of fact, most typically, if you were able to get past checkout, the funds are already “promised” to Blizzard, even if it overdraws your account. But that’s all irrelevant. Just by looking at their responses in the forum thread linked by Destructoid, you can see how the Gamespy quote directly contradicts what they’ve posted on the official forums. Back-peddle much?

11/16/11

So are those tourists equal yet?

Here’s a thought I had this morning. No one really argued that WoW Tourists existed. Now that they’ve been “touring” for a handful of years, are they still tourists? Have they made the leap from WoW player to MMO player or are they still the stereotype we thrust upon them when WoW was at its peak?

For my part, I think the fact this question even needs to be asked highlights how flawed the original thought was. As WoW continues decline, it becomes more and more apparent that these “tourists” were really just fledgling PC gamers now comfortable with the platform. Playing new stuff is scary when you feel unprepared. After all, some of them must have made the jump to support the masses of titles out there right now. Maybe all those pit stops over the years were really just the baby steps of a new generation.

Just a thought.

09/28/11

Blizzard Changing the Game Again?

I was reading Kotaku a couple weeks ago and came across an interesting article about the upcoming Cross-Server Raid Finder in World of Warcraft. This is big news, why aren’t bloggers talking about it?! I read that article and I couldn’t help feeling like this might be WoW’s last big game-changing move in the MMO genre. And frankly, if it takes off anything like the 5-man tool, it will affect all of us. And it will… take off that is.

Because this opens the door to a whole new array of players. Not only will the time-constrained finally be able to raid, but the skill-short will too. Though the article doesn’t explicitly say so, it sure sounds like Blizzard is planning a whole new tier of raid content just past the level of heroics. Right now, players can choose 10- and 25-man raiding, the former being distinctly less forgiving than the last. Except, the new tool will automatically assign players 10-man groups, so how far down does that difficulty level need to drop?

Probably pretty darn far if you consider players won’t expect to actually speak while completing them. Voice chat? Nah, bro, I don’t talk to people on the internet. Cut out the communication and you cut out 90% of the need for organization. Players who don’t talk simply cannot complete raid content in today’s WoW. In patch 4.3, I give it three weeks before players are running things silently.

The gear, though they say will be lesser-quality than what normal- or heroic-mode raiders get, will still have to be fairly weighty. Otherwise, why bother with something that takes so much extra time? Then again, will these raids require that much time in the first place? If there’s no weekly save timer, you’ve got to be able to complete them fairly quickly.

How do they do that, you ask? I say that they drastically cut back on trash pulls and give bosses a fraction of their normal health.

All of these things might combine to create a new expectation of raiding. New games coming out better take note of how well this does because players sure will. And let’s face it, Blizzard would have to really screw up to make players not like this thing. Opening the doors to raiding was one of the last big things they could do to make MMOs “accessible” to the masses. Prepare to have people clamoring for this feature in MMO cut-and-pastes to come.

Despite how this might sound, I’m not totally opposed to the idea. WoW is a raiding game and gating that off was always doomed to fail. Once they decided that post-heroic gameplay boiled down to “raid, re-roll, or re-subscribe to another game,” they ensured it would never last, especially not after making MMO players out of a lot of people who used to thumb their nose at us. And getting to see the best and brightest of what WoW has to offer is a very good thing. Patch 4.3 will mean never having to miss seeing how a story ends again.

The thing is, depending on how much this takes off, it could re-define raiding as we know it. If your average raider turns into a LFR-tool devotee, meaning that tool-users outnumber guild groups, the then the market raid content in WoW, and by proxy every game that follows suit, will be serving a different audience than they ever have. What say you?

07/21/11

The Multiverse – Season 02 Episode 08 – “Milk Them Mode”

Hey Gang,

It’s been an interesting set of weeks and we thank you for sticking with us and awaiting this episode! Adam and I have our travel behind us, so we came together Saturday to talk about the utter WEALTH of MMO news that’s cropped up this last month. On the docket today:

  • RIFT’s state of the game address and looking into the future – too much open world PvP?
  • Fan Faire – What doth thou learn, ser Adam?
  • A brief trip down monocle lane…
  • Darkfall 2.0… a NEW game?!?
  • And much, much more!

This episode was very fun to record and Adam did a great job of putting it together. As always, if you like it, please consider dropping us an iTunes review!

Enjoy the show!

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05/18/11

This Isn’t a Sign They’re Scrambling? [WoW]

So not to be a cynic, but how is this anything other than Blizzard admitting that they’ve gone as far as they can go. That’s it. WoW has peaked and the next year will solidify its decline into its Golden Years. That is the exact message I take from this.

I mean, think about it. How ludicrous is it that they would be charging extra to connect with your friends? Giving players cross-server instancing is only a good thing for Blizzard; when players play with friends, they have more fun, and probably won’t think twice about re-upping when that subscription comes due. No, this is 100% milking. You have money. You have something you’d like to do. Blizzard is ready to help.

This is how I see it: From now until years after Titan has launched and assumed dominance in the market, WoW will open up more and more paid services. Things we’d never have paid extra for pre-WotLK — I mean, really, why charge for this and not the dungeon finder itself? They’re both convenience services that keep the player happy and do very little more other than throw people into a pre-made group. Guess what? Video games have been doing that for years. It’s MMOs that have been behind the curve, and the long-past-due adoption of letting players play with their friends, despite what any newbie will surely consider an arbitrary decision in server choice, is something we great happily when perhaps we’d better be suited to breathing a sigh of relief. Whew. It’s about time. Different times, folks, different times all in the course of two-and-a-half years.

So WoW will slowly open up more and more “premium” services, and smartphone apps, and cash shop pandas, until it eventually becomes free-to-play and once again kicks everyone’s ass because yet another huge barrier has been removed from the player’s way.

Maybe that just means this whole theory is wrong. WoW hasn’t peaked, it’s just plateued. But then, is a F2P WoW on par with a P2P WoW? Is it even comparable t0 2004 when we saw the game’s birth and some even swore they’d be there until the game’s death? I wonder if they’d have foreseen the future that’s likely to come.

02/1/11

Cataclysm Raiding – First Impressions

As I mentioned in my last WoW-centric post, I started up a raid team with the K&G community guild, Happy Fun Guyz. We had our first real raid weekend between Friday and Saturday and hit two of the three main raids. Between those two and my time in Baradin Hold today, I have a total of 28 attempts at downing the first and second tier of raid bosses and feel comfortable sharing my first impressions.

Not Hard, Just Convoluted

I don’t think difficult is the right word for Cataclysm’s starter tier. More like convoluted. Like most raid bosses, every one we tried had a unique set of gimmicks that had to be mastered. It’s the dance. Master the dance, master the raid.

Take Throne of the Four Winds – Conclave of Wind. The fight is actually broken up between three mini-bosses that your raid splits to attempt. Each one has a special set of abilities that each team has to remember. One summons adds, the other does ice storms, a cone attack, and puts ice patches on the ground. The third, I don’t really know since it doesn’t require a tank (!!). Each of these bosses is on it’s own pedestal that players move between, pulling them out of the fight for a few seconds each time — and there’s several times throughout the fight where players move to one, then back to the other in very short order. There’s also multiple tank swaps. Add into that each boss needs to die within 60 seconds of the last and the raid now has to manage keeping three bosses health about the same through the whole encounter.

It took us a while to master — 17 attempts actually — but we got it down. The feeling at the end was great and the swell went up over vent. That being said, I don’t think any of us would really say it was “hard.” It was 100% about managing the dance and…

It’s all about the seconds

… managing the timing. The earth boss there summons adds that if not killed within a 30-secondish window will wipe your raid. Then there’s the 60 second timer between bosses, and the health management which, well, depends on your damage-over-time.

Bastion of Twilight is an even better example, though, and I hear that this applies to a lot of Cataclysm raiding: if you’re not on with those interrupts, you may as well not bother. The first boss, Halfus, has a random 3-drake combination that will give him new abilities and buff/debuff him (don’t ask). One of his abilities is a high-damage knockback that, if not interrupted, severely limits your DPS and makes it almost impossible to beat the enrage timer. And you’re talking a 1.5 second cast, so interrupters must be on the ball.

Cataclysm raiding is very much about nabbing things in very tiny windows.

Swappity-Swap

All single entry level raid bosses involve a tank swap. Easy enough if your tanks have vent. Noteworthy either way.

Little Parity Between Bosses

I put this in here for our attempts at Al’Akir, the second boss in Throne of the Four Winds. It’s possible to continue right on to him from Conclave but good luck if you’re a new team. This guy is first and foremost a DPS race, but he also adds layer upon layer of complexity onto the encounter.

We came back to him the day after downing Conclave. We were feeling good, despite being told repeatedly he was a different tier of boss. We tried 8 times and couldn’t get him past 95%. He summons a tornado wall, a moving ice patch, a knockback that takes you out of the fight for 10 seconds. All in phase 1. Sounds easy enough but when all of these abilities stack up, it makes for a very challenging encounter.

So, don’t count on all bosses in a single dungeon being part of the same tier.

Conclusion

It’s not hard. Communication is key. Raid composition is more important than it should be.  There’s at least as much dancing as there is fighting. These are the thoughts I’m left with after taking on these three bosses.

I have to say, though, it was FUN. We had a great time. Everyone stayed positive, didn’t get overly frustrated, and stayed to see it through. Two bosses down in our first weekend ever raiding together? I was happy.

So, while I’m still annoyed at everything I mentioned in the last post, this weekend reinforced for me once again that it’s all about the people. If it was a random PUG, we wouldn’t have done nearly as well. Even if we had, I doubt I’d come back next weekend to do it again. These guys? I created another two events just today. If there is anything that will keep me coming back throughout the life of the expansion, it will be keeping this raid team going. It’s something I’ve always wanted to do, ever since I started WoW four years ago. Now that I can, and find out that I really like it, I’m here and won’t be going anywhere so long as this train keeps a’rolling.

01/17/11

Myths and Misconceptions – A Tank’s Perspective

I’ve mentioned more than once that I’m a tank. But what I might have forgot to include is that I didn’t always want to be one — once I realized what it involved. Theoretically, tanking is what it’s all about. Throughout the entire solo game, you’re  a tank, regardless of your class. You’re up front, in the the thick of things, and eye to eye with that precious loot pinata. You’re the one (wo-)man army, kicking ass and taking names. It always surprises me how few people actually make the jump into that role when they play with other people.

Group play in WoW — though, the same can be said for other games — depends on working together. The lone ranger style of play that applied for the first 85 levels no longer matters. Everyone, healers and DPS alike, is thrown into a whole new play style, almost entirely separate from how they operate individually. You have to know your abilities inside and out, and are better off if you know those of your group members too (or at least the important ones).  Within this little ecosystem, no one player operates within a vacuum.

Unless you’re a tank, because then you feel about as alone as a grouped player can feel — at least in the beginning.

There’s this fear that surrounds tanking, and it’s big enough to dissuade most players from even trying it. You’ve probably heard the tales. It’s stressful. People yell at you. If the group wipes, it’s automatically your fault. It’s your job to mark the mobs, know the fights, keep people alive. It’s not surprising, really, because from the outsider’s perspective, that tank’s responsibility just went from one person — themselves — to five people. If the mage pulls threat, you must not be doing your job right. If you pull a full pack and one gets away, it’s your own screw up. For shame, new-tank!

Except, the reality is actually pretty different. That fear is so unwarranted, yet so instilled, that it will keep most players from ever trying out one of the most rewarding play styles in any MMO. Let’s go through some of these myths and misconceptions with my own experiences in the pilot’s seat:

Myth: People yell at you. Usually they don’t. I can count on one hand the amount of times someone has really gotten angry at a wipe and blamed it on me. Every single time, the rest of the people in the group thought they were crackpots. The things is, yeah, sometimes you have to tell people why an attempt didn’t work. That doesn’t mean you’re going to be marched in front of the firing squad (pew pew!). In today’s WoW, the worst you’ll get is a “…” or “/sigh” because someone has their knickers in a bunch. If it gets worse than that, I’d bet dollars to donuts your group will agree to a vote-kick.

Myth: If the group wipes, it’s automatically your fault. In the last two years, I’ve done the VAST majority of my tank runs with PUGs. The great myth here is that people attribute the blame to the person with threat. Well, no. The truth is that most people want to avoid confrontation. Your group mates will get frustrated, sure, but what I do is simple: if they blame me, I explain why they’re wrong. One of the great parts about being a tank is that you have to be more attentive that most players. Chances are, if something goes wrong, the tank will be the first to see it. There have been a few times where people have gotten rude and then, well, you’re at a crossroads most other players don’t have. I never stick with a group that sucks the fun out. When I have a really bad group, I drop — assuming you’ve downed at least one boss. If the boss hasn’t been downed, I’ll try again but, if it’s really bad, I ask for a kick. If they don’t oblige, I make fair use of the “teleport out of dungeon option.” As a tank, there is no reason to put up with groups who annoy you. That’s an often under-highlighted feature of the role.

Misconception: It’s stressful. When I first started tanking — and I mean FIRST started, with my Warrior in TBC — I hated it. It was the single most stressful thing I’d ever done in the game and I wouldn’t have done it again  if you’d asked me. Today, though, WoW has come a long ways. There are times, sure, when I’ll catch myself getting a little more intent that the situation calls for. Then, I re-orient myself, look at what abilities are up (most of them) and go about building threat or taunting whatever mob needs to die. That’s literally all there is to it.

These days, the only time I find tanking stressful is when something goes horribly and irretrievably wrong — like Vortex Pinnacle yesterday. The CC didn’t stick. The mobs were positioned poorly, smack dab in the middle of the anti-magic zone, and a friend kept asking me if I was breaking the CC with my blood boil. No, no, and no. That sucked. The key thing, though, is that I seriously doubt is sucked any worse for me than the other members of the group. What happens when DPS can’t pew, a healer can’t heal? When they’re both getting beat on because the tank is trying desperately to pull the healer mob into kill range (and competing with the oblivious hunter)? We wiped. We learned. And the next pull was a success.

Misconception: It’s your job to know the dungeon inside and out. Contrary to popular belief, WoW wasn’t made with strategy sites in mind. Everything you need to learn, the game will cue you to. It took me a while to break free of the “watch it on Tankspot first” mentality. I’d waste half an hour watching someone else run the dungeon, when I could have been learning for myself. These days, I queue. If it’s a dungeon I don’t have totally memorized, I ask and I try. At level 85, I had good enough gear from questing and the AH to take on the introductory dungeons through trial-and-error. Even with those videos I was still religiously studying, it didn’t quite cut it. But, you see, those other people, they don’t want to die. Faced with a clueless tank or a couple lines of explanation, most will give you the summary you need.

The first time I did Vortex Pinnacle, I was nervous. We had little CC, poor gear, and almost no knowledge of the fight. Except for one guy, who knew one boss. He didn’t know which mobs needed to be crowd controlled or prioritized. So, I looked at their names. I looked at their models. If they have a staff, they’re probably a caster. If they’re especially ominous in their names, they probably need to be CC’d. Or, if they have a typical healer name like “adept,” they definitely have to be CC’d — healing mobs are your worst nightmare in Cataclysm. In the end, yeah, we wiped a couple times. But we cleared the dungeon, talked to each other the whole time, and made it through.

Note that I am not saying you shouldn’t do everything you can to prepare, especially for raiding — not doing so in a raid is irresponsible and poor form. What I am saying is this: you’re human. You can’t expect to memorize every little detail (even though you might try) before you even step in a dungeon. That will just make you feel like a failure when something unexpected comes up. Always remember that this is a team effort and we all learn the best by experiencing the content for ourselves.

Myth: It’s your job to keep other players alive. Here’s something you don’t hear a lot about in terms of tanking: DPS responsibility. As a tank, I see my job as keeping threat on the mobs. Keeping the mage alive doesn’t have a lot to do with that, ironically enough, because if they die it’s almost always their fault. Most times it will be because they were attacking a mob OTHER than the one everyone else is. Okay, fine. But, apart from actively slowing the group down, if they do enough damage to overcome my tab-targeting, that’s on them. Now, the nice thing to do it cover their slack and taunt the mob back off. I’ll try this every time, since any death slows the whole group down. Sometimes, stuff is on cooldown. Sometimes, they’ve gone balls-t0-the-wall just hard enough where you can’t pull it back off in enough time to save them. Time and experience have taught me one thing, in this case, though: if I can’t do it, it’s because they’re actively fighting me. You know what? That is the very definition of asking for it. Mage tanking, FTW, right? After all, if you’ve used everything else in your arsenal, what else can you do?

Don’t mistake this part. None of this stresses me out or, really, causes me to do more than shake my head. I’ve never had this happen when I’m running with the guild; It is almost entirely a PUG phenomenon.

The way I see it, my main responsibility is to the healer. The healer and tank are the cornerstones to any successful run and are tied — whether they like it or not.

Myth: The tank and the healer have to like each other. Not true. Yesterday, for example, we had the single biggest whiner I’ve ever met healing our run (it was 4 guild mates, one LFD healer). He had something to say about everything and actively criticized several of us. I called him out and told him to relax. His response was something like “dude i only said 2 things ffs;” I don’t remember exactly. Enough for all of us on vent to /eyeroll. Now, would I TRY to piss him off? No, because that’s asking to for a wipe before he quits. There certainly wasn’t any love lost, however, but in the end, we completed the run with only a single wipe more.

This fear people have ignores what it’s actually like to BE a tank. So, let me clarify how I experience it. Every run feels like your run. You set the pace. No one does anything with your go-ahead. Best of all, when things go well, it feels better than any big number ever could — for me. In a boss fight, you and the healer are the lynch pins keeping that run together. It’s a unique and very rewarding feeling.

I’d like to write more about my tanking experiences. It’s what I like to do most in this whole genre of video games, so it only makes sense to include that here. Ironically, writing about it is actually harder than doing it, so we’ll see what happens. I hope this helps persuade you to give it a try though. Honestly, it’s not so bad. And the pros FAR outweigh the cons.