I’ve had some rough PuGs in the last few days.  In one ToC PuG where I’d taken my DK, no one admitted to not knowing the fight even though someone asked.  When we all died in the middle of it, it was clear that not everyone knew the fight.  Still, the leader only said to do one thing differently, which helped, but didn’t solve everything.  That fight is immediately followed by another with no break.  In the second fight, two worms appear and they each need to be tanked.  As far as I could see, only one worm was being tanked.  The other one I kept aggroing.  So, naturally, dead.  Also in that fight, there’s a complicated disease situation where when one gets the disease, you need to run to someone with a different disease to cancel it out.  No one explained this.  And I’m guessing that since a lot of people didn’t know the first fight, they didn’t know the second fight either.  And the leader, who was one of the tanks, didn’t say, Okay, I’m gonna tank this worm, you, other tank, tank the other worm.  Everyone just assumed that people would figure it out and/or do what was needed.  In addition, the healers (both priests) were not using the most effective heals.  When I looked at their stats, they both were using things frequently that one only uses every once in a while because they’re slow and ineffective.  Still, we might have overcome that with a little communication.  It was frustrating all the way around and about a half-hour or so of my time wasted.

My next failure was in HoR, a really difficult dungeon all the way around.  I was healing.  When I’d come in, the dungeon was in progress, and in fact, the group had just experienced a wipe after which the healer left.  I was the replacement.  My experience when I’m the replacement healer is that the healing was difficult.  Sometimes it’s the case that the healer just wasn’t up to par, but usually, there’s an issue with the tank or the dps or something.  And that’s what I found.  People were taking too much damage early on and I couldn’t keep up.  In theory, I should be able to heal mostly the tank with the occasional group heal or single target of someone who grabbed aggro.  In this case, everyone was taking damage, a lot of it.  And then, I was taking damage and before I could heal myself or shield myself, I died.  Wipe city.  Someone quit after this, and then we got a new guy and when he asked what went wrong, someone said it was a healer problem.  And I said, well, yeah, the tank didn’t keep the mobs off me.  But I wasn’t angry.  I was just assessing the situation.  So we gave it another try.  Less damage early on, so I was able to keep up.  But then the warlock took a big hit and was down and then everyone started taking lots of damage and again, I couldn’t keep up.  Then I was feared, so couldn’t heal at all, and well, of course, we wiped.  I’ve healed this before and I know it’s not supposed to be like this.  Yes, people take some damage, but people are not supposed to be taking lots and lots of damage.   I quit after the last wipe.  But, despite the appearance that it was the healer (me) who was failing, I think this was, again, a failure to communicate.  I couldn’t see everything that was going on, but I suspect the group wasn’t killing the mobs in the right order.  No one suggested other strategies.  Again, everyone assumed that people knew what to do.  And maybe, I should have spoken up and said, hey, everyone’s taking too much damage; it shouldn’t be that way.

When I think about why I didn’t say anything, it’s probably the same reason why many people don’t say anything.  Even suggesting that the fight isn’t going as it should sounds accusatory and some people, me especially maybe, don’t want to sound like assholes.  But people should speak up.  I should speak up.  I should have said in the first instance, hey, let’s make it clear who’s tanking and let’s talk about the disease thing.  And in the second, I should have said, I’ve healed this before and usually people don’t take this much damage.  What can we do to prevent that?  Sure, someone may quit over that, but in both cases I quit anyway, so I have nothing to lose.  It’s interesting because I think in real life, speaking up about failures or mistakes have consequences that can be harmful to the person who speaks up or others and so, people tend to be reluctant to say anything.  It’s why there are whistleblower laws.  In a game, though, there are no consequences, or it’s an opportunity to see exactly what the consequences are.  I wonder if WoW and games like it offer opportunities for people to test out behavior that’s risky in the real world and whether that translates back to the real world.  We assume, for example, that people who are jerks in WoW are probably jerks in real life.  Their game behavior is similar to real life behavior.  But I wonder if people might be encouraged to do things, some of them good and some not so good, that they would never do in real life.  It’s funny because I’m not particularly afraid to speak up in real life, but in game, I’m reluctant, and I don’t know why.

There are some really interesting things you can get in WoW that don’t really gain you anything, but do something really off the wall.  Case in point, a trinket I got tonight.  Its only use–to turn you into a gorilla inside a ball:

I’ve spent the last few months of my WoW time running dungeons and participating in raids.  When I came back from spring break, after over a week away from WoW, I decided to return to questing.  I leveled my priest so quickly via dungeons and pvp that I didn’t do very many of the later quests since I didn’t need them for the experience.  I discovered, in leveling tailoring, that there’s a design I can get if I do all the quests in Northrend.  So I decided to give it a go.  I used the same strategy I used for paying off my credit cards.  I started with the area with the lowest remaining balance, an area where I was about two-thirds of the way done.  It didn’t take long to complete it and I moved on to the next area, where I had about 60 quests left.  I am now about 3 quests away from completing that area and the next ones have more than that left.  It’s going to be a long road.

There are a couple of things I’ve learned along the way.  One, some of the quests are really fun and interesting.  I’ve never been one to pay much attention to the storyline of the game, but the last area I was in, Zul’Drak, had some pretty compelling stories to go with the quests.  It was also very well laid out, so that one progressed through the quests easily without having to cris-cross the area much.  Second, I learned that I feel compelled to finish something once I’ve gotten past a certain point and if there’s a concrete goal ahead.  Once I realized that I had less than 20 quests left, out of over 100, it seemed like a no-brainer that I should finish them.  Things I do in life are like that, too.  If I struggle too much at the beginning of a project, I’m likely to give up.  If, though, I can get over the difficulty and get to a point where I see the light at the end of the tunnel, I’m motivated to see the whole thing through.  The trick for me is to figure out a way, if I am struggling early on, to get past it.  Often this means breaking it down into smaller parts, asking for help, or reconfiguring the project.  When I move on to my next questing area, where I have 100 quests to finish, I’ll have to think in these terms.  Five quests a day, or one area a day or I’ll break up the quests with a trip into pvp or a dungeon.  WoW lets you see these things more concretely, by showing a number of quests left to be done.  Life isn’t always like that and it’s up to us to set the goals and try to reach them.

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One thing I had not realized as a tank and/or dps was the level of resources one needs to have on hand to heal.  Sure, as a warrior or dk, I might have a few healing potions or flasks to enhance my health or my damage, but not always and certainly not for just a regular ol’ dungeon run.  But as a healer? I stock up on drinks to replenish my mana, mana potions, and reagents for buffs.  And all that costs money.  I do have an alchemist who can make mana potions, but I don’t play that character a lot, so I end up buying potions from the auction house or getting them from the guild bank when I can (my priest is poorsauce).  I can’t go into a dungeon without drinks (to replenish mana between fights) and I won’t go in without potions either.  I’ve been through many a dungeon where the tank ends up being undergeared and/or the dps draws too much aggro and then I run through mana pretty quickly.  If I don’t have a potion to get us through a boss fight, that’s bad.  And though I think no one really notices the buffs at this point, I do use my priest buffs–always fortitude and sometimes shadow protection, occasionally divine spirit.  Some people ask for buffs.  But I kind of knew that buffs needed reagents, but I never really thought about how often one must buy those to keep up.  I almost always go through two buff rounds–one at the beginning and one after a wipe (almost every group I’ve been in has wiped at least once)–but then there are the times when we wipe 3 or 4 or 5 times and then I’ve gone through 5 sacred candles.  None of these things cost that much, but I tend to keep a stack or two of 20 of most things.  It adds up.

Add to that that now that my priest is nearing 80, I’m starting to get gear that needs gems and/or is worth enchanting.  That, too, takes resources.  And gathering those resources takes either time or money.  It’s interesting that WoW incorporates these resource needs in a pretty realistic way.  It’s not points or some arbitrary way of saying you’re ready to go into battle.  You decide it’s worth investing in these things because your gameplay will be more enjoyable if your group doesn’t die because you’re undergeared or didn’t bring your mana potions.  Some people take the approach of being as resourced as possible–having the best gear with all the best enchants and gems, having a full stock of potions, food, drinks.  And some try to get buy with the least, sometimes out of necessity, aka lack of funds.  I am somewhere in the middle.  When I can afford it, either in virtual cash or the real time investment, I try to have an optimal setup for playing.  If I don’t have what I need for that enchant right now, I shrug it off.  After all, I don’t want to sacrifice too many real resources for virtual ones!

Many of my compatriots have noted how unsocial the groups are in the new dungeon system that automatically groups people together.  I have noticed the same, and in fact, that’s why I’m still doing runs with guildies on a regular basis.  The other thing about running with these anonymous groups is that they go so fast, you can’t even pause to comment in guild chat.  At times, this isn’t a problem.  After all, the point of these runs is to get emblems and most people in the groups have run these dungeons plenty of times.  Often, then, the dungeons are just cruising along just fine; there’s no real need to say anything.  But I’ve been in a few groups where some communication, even if just about the task at hand, is definitely in order.

Once I was healing a dungeon where the tank wouldn’t wait for me to get mana before plowing ahead into the next group of mobs.  He died once as a result, and then yelled at me for not healing him.  I yelled back that if he wanted me to heal him, he needed to wait until I had the ability to do so.  I’d said something a number of times about this.  If he’d been paying attention, which I don’t think he was, he would have known that.  One of us, him I think, quit the group over that.  And the next tank we got was great, waiting for everyone to be mana’d up before beginning a fight.  And I’ve seen other situations where someone should probably have said something before someone else messed up and got us all killed.  I saw a druid aggro an extra group or two, making healing super challenging for me.  And I’ve seen the less traveled dungeons, like Oculus, fail pretty badly.  Actually, my experience with Oculus has been that as soon as people see that that’s the draw, they quit.  I popped into one where 2 people had already left the group and another person was saying this was their first time in it.  I quit that group.  It would have been hours of my time, just gone!

Some people are saying that the new dungeon system eliminates the need for guilds.  It might for some people, who are in the game just for the game, but for people who like to hang out with others virtually, guilds will still play an important role.  It’s a little like IRC chat with a game in the background.  And the harder content, raids and the highest level dungeons, are still better to do with a group you’re familiar with.  So guilds might change, but they’ll probably still be there in some form.