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Archive for the ‘Playstyle’ Category

My last post on personal situational awareness promised a follow on. Last time I was talking about you being aware of things that affected you in your role as healer; your spec and gear, your buffs and debuffs, the big purple ooze at your feet. This time we’ll broaden the outlook and pay attention to the things around you.

First off, as a healer, you care about damage that you and the party may take. Anything that will not cause damage or prevent damage from being repaired is inconsequential. In dungeons and raids that means you can ignore… um… the vanity pets that people have out. Usually. Pretty much everything else out there is a potential damage cause or complication. Let me define what I mean by those really quickly:

A damage cause is something that results in a player losing hit points. This includes mobs, cliffs you can fall from, exploding mushrooms, and puddles of goo on the floor.

A damage complication is anything that makes the task of repair or preventing damage more difficult. This would include pillars that block line of sight, curses that reduce healing effectiveness, and things that your party members do to themselves and their pets (for instance when a warlock’s imp is phase shifted and you can’t drop a heal on it).

These two factors work together to make your life interesting. Proper situational awareness will help you know what combination of these factors is in play at any time.

Most of the time in instances, the causes of damage are fairly predictable. Certainly by the time you’ve run Drak’Tharon Keep a hundred times you’ll know which groups you can be afk for and which you actually have to heal, when there’s going to be aoe damage and when you can just let your hots tick. Being aware of the causes of damage lets you heal proactively rather than just reactively, by throwing out hots or shields or timing a big heal to land just when the damage has hit.

Damage complications usually need to be handled as they appear. Again after a few dozen times through an encounter you’ll know that the orb stands on the platforms in OK can block LOS if the tank runs around behind them, or that such-and-such mobs cast silence, and plan for that, but in general it’s the complications that make our job hard because let’s face it, the biggest source of damage complications come from our fellow party members and not the encounter. When the hunter disengages right back into a patrol, or the shaman’s totem shoots a passing sentry, or the tank doesn’t do anything about the mobs that the mage has kindly frozen next to you, that’s when your life gets interesting. Proper situational awareness can help you before this sort of thing happens.

Try to note where your party members are at all times. That way when someone aggros another group, you can be prepared to heal, or be over next to the tank, or even run away and shadowmeld and let them all die, depending on what you feel like doing. This is really hard when you’re focused on health bars and nothing else. You’ve got to ditch healer tunnel vision and broaden your scope to see everything.

Pay attention to debuffs on the others in your party. I’m bad at this; Vuhdo tells me about poisons and curses, since I can do something about it, and special boss debuffs, but diseases? If I’m lucky I’ll notice they’re dying too fast and heal them up. I ought to have a special icon for “something you can’t dispel but might wanna check out” that I apply to their health bars; it would help me with awareness.

Omen or another threat meter – I have Omen and also set Vuhdo to give me an overview of people’s threat. When a dps is pulling a lot of threat, I’m preemptively ready to heal. A paladin or priest healer might be able to use a threat-reducing cooldown on this errant player. Either way it could help prevent a death. On the other hand, if this person is regularly and deliberately pulling aggro, you may choose to let him take some damage and try to send him a message. That can work too. Either way, Omen is a handy healer tool.

Most of my wipes that shouldn’t have happened resulted from me getting too far behind in damage, getting aggro from mobs, or healing the wrong person at the wrong moment. Yes, other people usually did something wrong but I care about what I can do better, not anyone else. It usually comes down to where the immediate cause of wipe was a triage failure – I misdiagnosed what tools to use on what people – but the more general cause was me failing at situational awareness.

Healer tunnel vision kills! I can’t stress enough how important it is to get out of tunnel vision. Do whatever you have to do. Tweak your ui; get mods; disable mods; run a few instances as dps. Try something new and learn to get out of the tunnel.

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Maybe you’re like me; totally psyched for Cataclysm, starting to be a bit bored with current content, wanting one last run through Old Azeroth before it becomes New And Improved Azeroth (Now with 500% more Lava!). And you’ve rolled, or are thinking of rolling, a class that can heal. Let’s say you’ve never healed before. Does the prospect seem daunting?

It definitely can, especially at low levels when you don’t have as many healing abilities. Team that up with low level tanks not having all their mitigation abilities and low level dps being no better than top level ones at not getting face stomped and a pug of RFC or Stockades suddenly approaches the difficulty and pain of a Blood Princes encounter.

The first thing you have to do is start thinking like a healer, and I think the most important skill there is triage. It’s a term referring to what battlefield medics or ER staff do; assess the injury status of patients in such a way as to save as many lives as possible.

For triage in WoW to work, you need to know what your abilities are and what they do. Even at low levels most healing classes will have at least a long slow big heal and a short fast small heal. Some classes already have hots or shields or other ways of preventing or healing damage. Make a mental inventory of all these.

Next, assess your party makeup. I’ll assume a classic five man group; fewer than five man and the problem gets easier. Our imaginary party will be a young Warrior tank, a hunter and his pet turtle Bessy, a frost mage, a rogue, and you, a priest (translate this to whatever healing class is appropriate; the priest is a good one for this scenario).

Notice that I set up this party so that other than the hunter’s Mend Pet ability, nobody else has healing spells. We’ll assume the rogue can bandage and likes to do so. Everything else is up to you.

Now set up a priority queue in your mind. It goes like this:

You
Tank
Whatever DPS has done the least to make your life miserable or you are romantically involved with
The other dps
The pet
The DPSer you are romantically involved with if he forgot that your birthday was last week

This is the “keep them alive” priority and not the “heal them” priority. What’s the difference? The “keep them alive” priority stays static the whole time; it doesn’t change unless someone annoys you enough to move down the ladder, or brings you chocolate and wine and moves up the queue. The “Heal them” priority queue changes every second of the fight. Here’s how it work.

You engage a small patrol. The tank picks up aggro and starts taking damage. You throw him a Power Word: Shield and a Renew and he stops taking damage while the shield is up. When it wears off, he starts taking some damage again. The Renew is a Heal Over Time spell and mends some of that damage, but he’s down about a quarter of his hit points and the mobs are still hitting him, so you start casting a Heal. (Assume you don’t yet have Greater Heal). Now he’s got his health back. You refresh the Renew, the mobs die, and everyone’s happy.

That one was easy! Only the tank needed healing. You adjusted your heals based on what he needed to keep his health bar full, didn’t waste mana, and nothing got scary.

Now on to the next pull. This one has more mobs and some of them are ranged. As you throw a Renew and Shield on the tank, it causes you to get aggro from one of the casters, who starts throwing ice bolts at you. You immediately put a shield on yourself and since you don’t have much damage, a Renew. Then the mage gets attention from one of the mobs, who wanders over and starts hitting him. The mage panics and runs over to you and then frost novas and runs away, leaving the mob right next to you. The mob decides that you look tasty and starts biting you. Meanwhile the tank just got critted and is at 50% health and falling.

Summary: You and the tank are both being actively hit
The mage is not being actively hit
You are at 70% life. The tank is at 50% life. The mage is at 30% life.
What do you do?

Well, whatever you do, you’ve got to get the mob off you. Take a few steps toward the tank. While the frost nova holds the mob can’t bite you. When it wears off, it will have to come toward the tank to get you. At the same time, refresh the Renew that’s on yourself. Now pay attention to the tank! If you can shield him again, do that. If the Renew is gone, refresh it. Then cast your fast quick heal, Flash Heal. It doesn’t do as much, but your tank is hurting bad and you need to get some breathing room. Often a couple of quick fast heals will get you enough breathing room to have time to cast your long slow top-them-up heal.

Now the tank is at 70%, you’re at 85%, and the mage is still hurting. If you can spare time, drop a Renew on him and let him stew. If you eventually have the time and mana, Flash Heal him to about 80%. More than that is a waste of your global cool downs and mana. He should have learned his lesson and not pull the mobs again this fight. A few missing health points is a good lesson.

Oops, mobs still not dead. The tank has them all now, but the hunter, who has been afk, finally wakes up and sends in his pet, who growls at one mob and gets it to turn and fight him. Bossy the Turtle takes some damage. You can choose to heal it, or not; the hunter ought to Mend Pet on it and he was stupid to have its Growl on, but the pet is doing good dps and if you can spare the mana, give it some love.

And the rogue is taking a little aoe damage. He bandaged himself earlier when things were messy, so now you drop a shield and a Renew on him, and then turn your attention back to the tank who is in need of more Flash Heals.

Oh, dear – you guys just aggroed the boss who was wandering around, and he runs in and throws a big AOE that damages you all pretty badly. What do you do now?

Throw a shield on yourself and the tank (if you were a druid you’d be dropping more HOTs on you both here) and then cast your AOE heal. Sorry paladins, you don’t have an AOE heal, but the other three classes do and this is where to use them; you’ve got at least three people hurt and the tank is not taking so much damage that your heal can’t keep up.

Now you’re all at manageable health. Go back to the tank, keep him alive, and – oh dear. You’re out of mana. This will be fun.

Warn everyone “OOM!” and hope they get the message. No matter how much damage is flying around, do not spend mana on heals for anyone except you and the tank, and mostly the tank. If he drops you’re all dead, whereas if you keep him alive you might survive this.

Every time you have enough mana, cast your Flash Heal. It’s the fastest cast you have and so will get you back into mana regen mode as fast as possible (takes five seconds after the end of your last cast for your mana regen to start actually doing much).

Now let’s talk about what happens when things really go haywire; multiple groups of mobs, aggro everywhere, tank getting low, mage getting squishy, and your own special set of ravenous admirers.

First off, don’t panic. Easier said than done, but don’t panic. If you do, things will get worse. The worst outcome here is a wipe. Nothing can be worse than that. Your goal, once things start going turnip-shaped, is to keep yourself alive at the end. Everyone else is a means to that end. Remember, you have the magic res fingers!

If you are to stay alive, that means someone has to kill the mobs that want to eat you. Probably that means keep the tank and some dps alive. Sometimes it means all the dps die really fast and you and the tank slug it out slowly with the last few mobs.

start with keeping yourself alive. That might mean moving instead of healing; go over to the tank and hope he pulls the mobs off rather than trying to heal through the bites. You are not the tank. Don’t act like one. If you have damage mitigation cooldowns, use them. A druid should throw a hot on herself, throw Barkskin, and go to the tank. A priest should shield herself. A Paladin can use Hand of Salvation or Divine Protection (use HoS on yourself, Divine Protection on the tank, and gain some breathing room).

Next, if the tank is getting low, throw heals at him while you scan everyone else. Is there someone who is very low but not actively taking damage? Throw a hot or shield or Flash of Flight/Flash Heal at him to give him more breathing room. Someone who is low and actively taking damage, and not the tank, is probably going to die no matter what in a “ah crap” situation. Don’t waste mana and GCDs on a mage who has three mobs on him. He will die and his friends will come eat you next. It is his job to ice block at this point and avoid death, not your job to save him.

Heal the most likely to survive; this is why it’s triage. You decide who lives, who dies. Who is stable or could be stable with minimal intervention? Did the hunter just have his pet growl mobs off of you? Heal that pet, unless the hunter is about to die, in which cast that’s wasted mana.

Keep an eye out for environmental issues that affect you; fire on the ground, curses. Moving cuts down on your heals but so does being dead. Some curses can be ignored or healed through. If you have a curse that makes your casts take 50% longer and it can be removed, remove it! The one GCD and minimal mana you spend there pays for itself almost instantly. On the other hand, if it’s a curse that makes you have 100 less skill at Bows, like in SFK sometimes, ignore it.

Avoid tunnel vision at all costs. I think this is the number one cause of healer death; you’re too busy staring at the health bars to notice the gnolls eating your spleen. One of the best tools for preventing tunnel vision (and sometimes for causing it) is a good raid healing frame mod. Healbot and Grid + clique are both popular setups; my personal favorite is Vuhdo which I think combines the flexibility of Grid with the ease of setup of Healbot. Other sites have done far better rundowns of how to install and tweak these; if you’re stuck for ideas, I recommend visiting the http://www.PlusHeal.com forums and their UI and Mods subforum to see screenshots and suggestions of Healer UIs. Sometimes though healing frames can make tunnel vision worse, when all you focus on is the part of your screen with little boxes and icons. I suggest moving the frames somewhere near the middle of your screen and forcing yourself to see other areas.

Other than that it’s about practice, practice, practice. Going into battlegrounds can be good practice at getting a UI with raid frames set up to where you can concentrate on the frames but still watch your environment. Pug some dungeons – and please don’t wait til you’re 80 to start. It is harder to jump in at top level because your gear will be lagging compared to what people expect. But if you did just dual spec to Holy and you’re 80, go ahead and start! Don’t take stupid comments personally, just have fun.

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Threat is tanking. The number one thing a tank has to know is what threat is and how to control it. If you don’t know you can’t tank. Period. If you are interested in tanking you need to gain a working understanding of what threat is before you start.
If you have played WoW at all you are going to think this is somewhat obvious and simple. But stick with me for a little while. There are some tiny nuances that are of MAJOR importance to a tank. All those things that happen in the game happen for a reason. Learning the underlying mechanics of them will make you a good tank.
Threat is an invisible feature that every creature has. If it helps you can think of it as a reverse health bar. Every critter just hanging out in the world has zero threat on it.

The instant that creature spots something it wants to kill it gains one point of threat towards that person.

The murloc has spotted the gnome. Now it has just one point of threat toward her and none toward anyone else.

This one point is enough to give the murloc an intense burning desire to drop everything it was doing (hanging out gurgling) and go stab the gnome to death (our horde readers can identify with this urge).

So now the murloc does this; stabbing the gnome for a few points of damage. Notice the threat level the murloc has does not change. When a creature does damage to something he does not generate any more threat toward that creature. All of his threat bars stay the same. The gnomette still has just one point of threat and the rest of the world has zero. Notice that the threat meter is associated with the Murloc. It is ‘his’ threat. Each creature in the game has their own little threat list. They hold a grudge on everyone who is on that list and will try to kill them.
Now let us say that the Gnome defends herself.

Notice that the meter went up. Now the Gnome has 11 threat. Because she is the only one here it does not matter how much she has. She is still the at the ‘top of the threat list’. This means that she ‘has aggro’. Also note that the ‘threat’ the gnome generated by attacking the murloc is proportional to the amount of damage she did to it. If she takes a few more swings that number will keep going up to keep pace with the amount of damage she does.
Now let’s see what happens when things go badly.

The gnome has died (/cry). But notice the threat meter. The Gnome is no longer on it. The list of threat for this creature is reset because the only one that was on its list is dead. It will run back to its home. Other things besides dying can reset the meter. For example a hunter using ‘Feign Death’ will do the same thing. The hunter will drop completely off the threat list and the creature snaps back to its home.
Simple right? Don’t go away yet. It gets more complicated.
First of all I will start drawing the threat list to look like an addon called Omen. There are other addons out there (and a built in feature) that let you actually see the threat a targeted creature has. For a tank these addons are very helpful. They are particularly helpful early in your tanking when you are trying to gain complete mastery of this ‘threat’ stuff.
This example has a lot more going on….
Here is a happy piggy… er, vicious razorback boar in need of killing.

And here is a band of friends out questing. There is a gnome rogue, a druid healer and a draenai paladin.

The boar sees them, but since it is a happy boar (yellow name) it does not get any threat toward them. It has aggro on no one and its threat list is empty.

What’s this? The rogue was stealthed and just backstabbed the poor pi… er. I mean vicious mean boar. Now we can see the threat table below. It is turned sideways to make it easier to see who is on the ‘top’. Also that makes it look more like an Omen meter. As we can see the only one on the list is that mean little backstabbing… I mean our friend the rogue. No one else has done anything to the boar so no one else is on the list. What else do you notice? The threat on the meter is less than the damage the rogue did. This is because the rogue took talents points into something that lowers his threat.
(Actually rogue talent trees don’t have any skills like that but some classes do.) For example a warrior in berserker stance would generate less ‘threat’ than the strict amount of damage he did to the target. By being in the correct stance he can keep his threat low. We will get into more on this later. The numbers I am using in this tutorial are only a rough estimate and not strictly accurate examples.
So what happens next?
Let’s say our paladin is trying to be a tank. So she is going to use a ‘taunt’. In this case the actual ability is ‘hand of reckoning’ but the important thing is that it is a ‘taunt’ type ability.

A taunt is what we call a broad class of abilities that all share a certain feature. There are minor differences between them but the main feature is that you, the tank, are given as much threat as the highest person on that target’s list, plus one. This is great because it puts you on the top of the threat list. A taunt will ALSO force the target to attack you. This has the effect that after you use the taunt you have 1 point higher threat than anyone else and the target is planning to attack you.
Notice that I broke that into two pieces, first getting to the top of the threat list, and second that it will attack you. This is because, in WOW, even if you are at the top of the threat list, you actually have to do 10% more threat than the current ‘leader’ on the list in order to get the creature to attack you. Let’s say the paladin had only swung her mace at the target and not taunted it. She would have generated as much aggro as the damage she did. In order to beat that 10% buffer she would have had to hit the target for 17 points of damage for it to ignore the rogue and attack her instead. By taunting instead she does not have to rely on doing enough damage to get to the top of the list. The taunt blasts her to the top of the list AND makes her the target instantly.
So now she has taunted off the rogue and is at the top of the list. What next?

The paladin, confident that she is now ‘tanking’, merrily swings at the boar and does 10 points of damage. At the same time, the rogue attacks again and does another 15 points of damage. Now the rogue is back at the top of the list! And, even more than that, the rogue is more than 10% higher than the paladin. So now the boar is going to attack the rogue.

Here we have the boar om-nom-noming on the rogue. The paladin is desperately whacking it with her mace and the rogue is in a panic, stabbing harder than ever. They are both doing damage, but the paladin is just not catching up.
This could go on forever. When the pally’s taunt is off cooldown she could use that again, but she would have to get lucky to keep the boar off the rogue for long because the rogue is doing more damage than her. This is the makings of a frustrated tank who is confused as to why she can’t ‘hold aggro’.

But it does not go on forever. The rogue is going to cast Feint. This ability lowers a rogues threat by a set amount. Because I am using fake numbers I am just going to say it is 30. The real number is a lot more but all these numbers are just place holders for the real values to give you the idea of how it all works.

So in this next moment the rogue stabs again and uses feint, and the pally hits again with her hammer. The rogue gains some threat and loses a some from feint and the pally just gains. Now the pally has a very good lead and can hold aggro.

On a side note this tank may not realize the target is now attacking her due to something the DPS player did. She might think she has succeeded as a tank but in reality the other player has saved her bacon. So everything is good again…

Except now the healer wakes up.

The healer throws a nice big aoe heal. So what does that do? Now the healer is on the threat list. For every point of healing that is done to each person on a creatures threat list the person doing the healing gains that much threat. This means a creature can easily get far more mad at the person healing the guys hitting it. This goes for other kinds of buff spells too, even ones that are not healing. Almost anything you do to help someone who is fighting causes whatever they are fighting against to get mad at you.

So now the healer has blown past the other two on the aggro table and pulled the boar off of them. The druid ‘pulled aggro’ big time. He did that by doing more threat and getting to the top of the meter. He even got over the 10% ‘buffer’. But, actually is is more than just 10%. The 10% buffer is for melee targets. For caster-range targets it is 30%. What this means is that if the tank has 100 points of threat it will take 110 points of threat coming from anyone in melee range of the critter to pull it off the tank. For any party members outside of melee range it will take 130 points of threat to ‘pull aggro’.

Aggro boosting

Innate boosting

So what is this tank doing wrong? One of the things wrong is Righteous Fury. The ability that separates a damage dealing Paladin from a tanking Paladin is Righteous Fury. This ability makes all of their holy damage attacks do 80% more threat. So if the paladin throws an ability that does 100 damage points to the target the threat will be 180 instead of just 100.
This concept is very important. Every tanking class has some mechanism or ability that allows them to do more threat from their attacks than just what the damage would cause. This is important because in many situations other members of the party will actually be doing more damage than you. They put all their talent points into things that make them hit harder while you were putting points into things that make you block, dodge or parry better. It is almost certain that in an given party someone will be doing more damage than you. This gets even worse at higher levels. In an endgame raid for example some people will be doing well over double the damage you, the tank, are doing. Taunts are great for getting things to attack you, and for bumping your threat to the top, but if you do not have a way to pump your straight threat output up higher even taunts will not keep critters attacking you for long.
Each class of tank has a different way of pumping out more threat than damage. For Druids it is a feature of bear form. All damage caused in that form does more threat than it normally would. For warriors the defensive stance has this feature built into it. For DKs it is Frost presence (not to be confused with frost spec, DK can tank in other specs).

Specific boosting

In addition to abilities that raise the threat generation of all their attacks tanks also have attacks that specifically generate extra threat. These abilities have various amounts of extra threat they apply to the target over and above the damage they do. Some of them do very little damage but still apply a good bit of threat. Abilities like this will specifically say they do extra threat in their tool tips. What those moves are depend on what class of tank you are playing. A good tank will work these types of moves into their rotation.
It is important to understand that as a tank it is more important for you to be doing threat to the targets than it is for you to be doing damage. The DPSers are there to actually kill the creatures. You, the tank, are only there to keep the creature distracted from killing the DPSers or the healer. If a tank also does good damage that is just icing on the cake. Sometimes tweaking your rotation to do more damage will also increase the threat you cause, but not always. Sometimes it will lower your threat. As a tank it is your job to do the research about your class and spec so that you know what things increase your threat and what things do not.

Aggro Reduction

As I already mentioned, some dps classes have features that do the opposite, abilities that lower the amount of threat caused by attacks. Some are innate, meaning they lower all the threat caused by attacks. For example in cat form a druid doing 100 damage with an attack will do much less than 100 points of threat.
Aggro dumping
The final class of aggro abilities are ones call ‘dumps’. In the example above the Rogue used Feint which is an ‘aggro dump’. This means it drops your overall threat . There are a lot of different aggro dumps in the game. They work in a wide variety of different ways. Priests have Fade when just lowers threat by big chunk. Hunters have Feign Death which completely removes all of their threat and drops them out of combat entirely. Some aggro dumps are temporary. For example if a night elf shadow melds that will only keep creatures off them until they come out of it. If the combat has not ended when they get out of shadow meld, either by taking damage or by doing something, then all the threat they had before comes roaring back.

Forced attacks

The last things to talk about on this subject is very important. Forced attacks are a class of abilities that tanks have that are extremely useful. They also have some important drawbacks so it is vital to understand them.
A forced attack is an ability that forces a targeted creature to attack you. This is NOT the same things as a taunt. The critical difference is that a forced attack does not increase your threat and put you on the top of the list for that creature to attack. Instead these moves just artificially put you to the top of the list temporarily. As soon as the ability wears off those creatures will go back to attacking whoever is REALLY on the top of the list. These moves are very useful for buying you time. A good example is Challenging Shout. This ability forces a bunch of enemies in the nearby area to attack the warrior using it for a few seconds. It hits a lot more targets than a ‘taunt’ move so it is very good for getting large numbers of creatures to stop attacking someone. For example if a patrol just attacked your party and they all start beating on the healer this move will instantly get them off the healer. BUT only for a few seconds. So it is critically important that the tank use follow up moves to generate threat on those critters before the forced attack wears off. If the tank does this then the day is saved. If not all of those creatures will go back to chewing on the healer and there is a good chance the party is doomed.

That does it for the intro to threat and the explanation of the categories of abilities. As a tank it is very critical to know the mechanics of what your abilities do. When and how to use those moves is a subject for more posts.
Whenever you are not sure do some reading! There is a lot of good information out there and there are a lot of tricks and hidden things to learn about how it all works. For example I recently had to do some research into ‘taunt immunity’ after a failed ICC raid. What I discovered was that the other tank had doomed us by over-using his taunts on the 4th boss and making him immune during critical tank swaps. If you are a new tank and don’t know what I am talking about don’t worry about it. The important thing is never assume you have it all figured out. Just when you have learned most of it Blizzard will change something.

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Blessed are the altaholics, for they shall receive heirlooms

Lissana over at Restokin had a long blog post today about Specialists vs Generalists as a play style. Pretty obvious this blog falls more on the generalist side of the equation! Reversion and I have three level 80s each and three other characters that we are actively leveling (each). We both have healers, tanks, and dps classes and play any of those roles pretty well. We’ve got most professions covered between us (don’t have a max level blacksmith and the leatherworking char is only at about 430 skill).

On the other hand, if you ask us who our mains are there’s no question. Reversion and Analogue, the druids, see the most content, have the best gear, and are definitely our most played. They weren’t our original mains by a long stretch but during the course of WotLK we began to realize how much more content we could see with a dedicated tank/healer pair than with a couple random ranged dps. I think our experiments with other classes have made our mains better. Analogue has become a better healer as I’ve gotten better with tanking on Divergent.

As Lissanna mentions,  one reason for alts is to see content you didn’t see before, particularly opposite-faction content. We’re trying that now with our low-level Horde alts. It’s fun, and I’m running a few other experiments at the same time (like whether we can run these guys up and afford epic flying without needing cash from our mains, thanks to gather professions)

She’s right that WotLK has been paradise for generalists, and her conclusion

However, I’ve come to accept that being a generalist is a viable play-style in WoW as of WotLK being released, even for end-game purposes. I appreciate handing out new gear and heirlooms and all the fun toys that generalists get to play with.

I agree with. In fact, I think that Blizzard has actively been pushing the generalist playstyle for the same reason they’ve made raids so much more accessible this expansion. They want to maintain their subscription numbers so the game can continue. In Vanilla WoW, hardcore raiders had a reason to play every day for many hours, but that never represented more than a tiny fraction of the population. In WotLK, anyone who devotes  a few hours a week can eventually see most if not all of the endgame content, and that makes Blizzard happy because players who feel like they are progressing continue to subscribe.

But, the player who really likes questing and leveling and running low level dungeons is just as good a source of cash as the end-game raider. In fact,  from Blizzard’s point of view he’s a better cash source because it takes few developer-resources to keep him happy.  I suspect most players fall somewhere in between those two extremes. My personal experiences make me believe that most end game raiders have some alts that they like playing with, and a lot of less-raid-oriented players still join pugs or weekly raid quest groups. I think that’s probably Blizzard’s intent.

Blizzard must like alts, because they’ve given us 10 slots per server and 50 total slots to play with. A lot of other games? Not so much. EVE Online lets you have 3 (I think) but because of the training system you really only play one character per account. Star Trek Online released with only 2 character slots as the default (you can buy more). On the other hand, Lord of the Rings Online supports the generalist playstyle and from what I’ve heard, that’s part of why people go back and play around in that game. It’s a lot harder to get totally bored of a game when you can just log in to a different experience every night of the week.

The day when you could claim that the specialist was the true WoW elite is passed. Nowadays, it’s the tank who can’t say “oh yeah I hate healing this goup on my shaman” or the dps who doesn’t mention “I know what a pain that pat is to LOS when I’m tanking” who is the noob. Anyone can be pretty good at one class, especially with the epics falling like cherry blossoms, but it takes skill to be uber at everything.

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