Weakened and Dominated by a Vampire

4th February 2010

The fight with the vampire continues. The GM gives us a quick update on how the fight is progressing, ending with ‘…and Adran is weakened’.

‘Oh, balls. I’d forgotten about that.’ It surely is a fine update from the GM, even if it gets Adran started early about which status conditions are worse and how to avoid them.

‘The best status condition’, says Adoni, ‘is silenced. Well, silenced over there, or defeaned over here.’ Getting back to the fight, our bard has some spiffy move up his sleeve and wants to find out if anyone has a particularly big attack planned that could use a boost to ensuring it hits.

Adran and his outrageous bursts of damage is the ideal choice, but his reflexes kick in and refuses the offer. ‘I’m weakened, I want to get rid of that first’.

‘No, you won’t be weakened in a moment’, our bard replies slyly.

Adoni continues the train of thought, ‘You’ll be dead.’ But that isn’t what Lughar has in mind, instead stealing the weakened condition from Adran and bringing our ranger back to full strength. Although Adran manages to get a good attack on the vampire, scoring a critical hit thanks to our bard’s influence, it perhaps would have been better if he were still weakened when the vampire successfully dominates him.

At least Adran gets to do what he does best, attacking other party members. Specifically, attacking me. Oh, he tries to sound apologetic, but I know he’s giggling with glee on the inside like a mage casting maximised lightning bolt on a bard. Luckily, after only attacking me and the invoker the dominate spell wears off. ‘Yeah, in your face, vampire!’ The moment of triumph wears off when the after-effect kicks in, dazing Adran. ‘Dammit. What items are available to stop you getting dominated?’

‘You asked the same question about getting knocked prone last week!’

‘And dazed before that.’

It was ‘weakened’ only two hours ago.’ There are still plenty of status conditions left to work through, although it looks like he’s accelerating through them.

The vampire is eventually vanquished. There is some doubt as to whether we need to do anything to the corpse to really kill it, what with her being dead to start with and us not really knowing about vampires, particularly as the GM is being rather guarded about any answers to the body’s state of deadness.

A short rest doesn’t reanimate the vampire corpse, and instead of worrying too much we investigate a secret door we find. Through the door is an antechamber, where two drow are in chains and unconscious. ‘Are they dead?’ asks Adran, perhaps wondering if ‘dead’ is described in the PHB as ‘unconscious and immobile’.

‘No, they are not dead, just unconscious. There is also a tool table.’

‘Neat. What tools are on it?’ I try to find out.

‘Uh, none. But the table is quite tall.’ The mystery of the tool-less tall table still lingering, we revive the drow and learn of some weird family dynamics, which we are only too happy to escape from by jumping in to what is now confirmed as the portal we apparently have been looking for. We gained confirmation that the portal will be kept open until our return, but even with a fairly comprehensive plot summary I think most of us aren’t entirely sure why we are heading through yet another portal. Let’s hope we find out on the other side!

All Change

28th January 2010

A spatial vortex opens and drags our dwarf fighter Gruknal away. Knowing what it means to lose the party’s defender, Velma, Grimstorm and Krafft all hang on to Gruknal’s legs to keep him from going, but only succeed in disappearing themselves. To restore balance the vortex spits out a new defender, in the form of Gore’Tek the goliath warden, as well as other new party members Lughar the bard and deva invoker Adoni-zedek. Adran doesn’t notice any of this, probably attributing any confusion he experiences to only recently being rescued from a vampire’s domination. Oh, right, the vampire.

Curiously having knowledge of the drow vampire’s position in a grander adventure, as well as Adoni-zedek now being responsible for breaking the domination effect instead of Gruknal, the newly constituated party enters the battle. Minions are despatched quickly with area effects, ghoulish monsters are kept at bay by plenty of invoker-styled forced movement, and the vampire is blinded to our presence by a warlock spell the bard happens to know. It’s all going quite well, until the vampire can see us again.

The drow vampire latches on to her favourite, sinking her teeth in to Adran’s neck and sucking his blood. As she drinks, all the damage we have inflicted is healed. Oh, thanks, Adran, that’s really helpful. Maybe he’s still dominated and we need to hit him again. The fight continues.

Death by Misinterpretation

20th January 2010

Another daily random heroic dungeon with Sapphire gets me in to the Halls of Stone. It has been a while since I have been in the Northrend dungeons, so I try to pay attention to any tactics used at bosses, even if most fights are reduced to simple tanking and spanking.

At one boss, the group leader mentions that there is an ‘AoE attack that does damage based on your proximity to each other’. That’s fine, I have been in enough fights before where we need to stick close together to lessen AoE damage, so I feel prepared.

But as I am hugging the tank, I get hit with a massive blast that knocks me down, missing half the fight. At the end, the leader exasperately states that he said ‘to stay away from each other’. Well, actually he didn’t, although I can see my ambiguous interpretation now.

There is no point arguing about it. I make a note of the importance of clear communication, and of asking for clarification, and we move on to clear the dungeon.

The Ranger Hits

14th January 2010

Losing our dwarf defender may mean restructuring the party somewhat, or our squishy strikers and leader may not complete the adventure. A small encounter is run to test a new party composition, although Adran is quite happy to continue his prowess as a hard-hitting ranger.

Fighting snowmen minions and icy constructs, Adran revels in his felling of one of the constructs, having hit it with a daily power for an almighty amount of damage in a single turn. Except it is my goliath warden striking the killing blow, with a critical hit. And Grimstorm, in his new form as an invoker, inflicted a critical hit on the construct before me. Indeed, as Lughar the bard also landed a solid blow on it, the whole party damaged the construct during the fight.

Adran’s massive hit was certainly impressive, though.

This Week it’s Being Knocked Prone

14th January 2010

‘I must get an item to stop me getting knocked prone’, says Adran from the ground, ‘because it is a pain in the arse.’

Of course, last time the most annoying condition was being ‘dazed’, but even that didn’t make him crave a magical cure. And he only gets knocked prone once.

Enchanting Isn’t

11th January 2010

The profession of enchanting has never quite lived up to its name. From the early days of World of Warcraft, enchanters had to get half-way in to the drudge of a dungeon Uldaman simply to find the profession trainer and learn new enchanting formulae. Selling enchantments was not much easier. Rather than creating a bottled enchantment and placing it for sale on the auction house, as every other profession was able to do with its products, the enchanter had to stand around populous locations and hawk their wares over the trade channel.

Plenty of time was needed in order to sell to a fickle market, time that other professionals could instead spend adventuring, and comparative prices could not be easily gleaned from other sellers without close monitoring of other hapless enchanters trying to sell on the trade channel. If you were patient or motivated, enchanting could make some decent gold. But for most players it was a money sink, continually destroying magical items—which could be sold on the auction house—in order to get the materials enchantments require, before enchanting the same pair of boots ten times just to increase your enchanting skill. And then it was back to the looking-for-group channel to try to find people willing to get you back to the trainer.

The first new profession revealed the weakness of enchanting. Jewelcrafting allowed players to create gems that could be fitted in to sockets in equipment to provide buffs to certain abilities. It was essentially the same profession as enchanting, but with tangible products that could be sold and traded normally. And although jewelcrafting still required the destruction of items to provide materials for the profession, the items were obtained by a gathering profession instead of being random and valuable drops.

The one benefit of enchanting was that enchanting and disenchanting were combined in the one profession, allowing a second profession to be trained. But as tailoring was the only other profession that did not require a separate gathering skill, there really wasn’t much choice. At least enchanters tended to have a good supply of bags, or could try to stave the loss of coin caused by enchantment by training an otherwise useless gathering skill and selling the collected materials.

The enchanting trainer eventually escaped from Uldaman, and selling enchantments was finally made a little easier with the introduction of the inscription profession. Inscriptors created scrolls, as an incidental skill, that could be imbued with magical power before being sold on the auction house. It is a neat solution, but still not good enough to fix the broken nature of enchanting. All it did was reveal that enchanters should have had the ability from the start to create something physical, like scrolls of enchantment, that could be sold on the auction house. When this is realised, the solution is merely applied to the new inscription profession and not used to actually fix enchanting. Instead, enchanters have to beg or buy scrolls from inscriptors to get a fair chance to sell their own wares the same way everyone else can. Enchanters need to spend even more gold for a chance to earn any back.

At some point, players start asking for the enchanter to grab the loot the player won from a boss, disenchant it, and let the player have the magical shard instead. Perhaps it was inevitable, given the abuses enchanters suffered up to that point, and the offer wasn’t refused. After all, the player would only sell the bind-on-pickup item, and this way a useful shard could enter the economy. It’s a shame, though, that enchanters didn’t turn around to say ‘yes, you may have that item disenchanted, if you take the bloody time and effort to level up the enchanting profession’. But the damage was done, and players everywhere started to expect enchanters to disenchant loot and then gracefully hand over the shards to non-enchanters.

But surely having more enchanting materials available is good. And perhaps it would be, if not for two problems. The shards would be sold on the auction house, which could offer a guide on how to price various enchantments, except that enchanters could not often afford to buy the shards, having to destroy their magical items rather than sell them on the auction house themselves. There also was little point in the enchanters buying shards off the auction house when other players would do so and then request specific enchantments to be added by enchanters. By providing their own materials, many players thought they didn’t need to pay for the serice, or only gave a small gratuity to appease their conscience for treating enchanters like machines.

The second problem is that other gathered materials were never considered to be common gains in the same way enchanting materials were. Mined ore, skinned leather, and picked herbs were always assumed to be the sole property of the character with the profession, even if it took a party of adventurers to get far enough in to the instance in order to get to the materials. And woe betide any enchanter who dares to mention the possibility of rolling to see who gets the mined ore, skinned leather, or picked herbs. The other tradesmen quickly get defensive and protective of the fruits of their profession, claiming that the ore, leather, or herbs would not be up for grabs if they weren’t present, so it stands to reason that they have full claim on it. Well, yes, that’s rather the point. Yet few players, even enchanters, could see the parallel with not disenchanting bind-on-pickup items for players other than the enchanter herself.

To this day, ore, leather, or herbs are still claimed only by those who can gather the material, no questions are asked, but enchanters are still expected to quietly, without complaint, provide enchantment materials on request. In fact, this abuse has now been institutionalised with the new ‘disenchant’ feature. Adding the ‘greed’ button as a choice when rolling for loot solved many problems, as players can show they ‘need’ an item, or they roll ‘greed’ if they are only going to sell it. Now, players can also select ‘disenchant’, which performs the same task as the ‘greed’ button, but on winning the roll the item instead is disenchanted automatically and the player gets the resultant materials, skipping the need for the enchanter’s involvement and time-consuming trade windows.

The new ‘disenchant’ option sounds rather efficient. But an important point of the new feature is that it only provides the disenchanted materials, instead of the item itself, if an enchanter is in the party, one skilled enough to be able to disenchant the item normally. Without an enchanter present, the ‘disenchant’ option reverts to the same function as ‘greed’. Essentially, the skill of the enchanter, the time and effort invested, is being treated as little more than a convenience. There is no choice in being able to opt-out of having your enchanting skills being used in so cavalier a manner. As long as you are present and someone selects the ‘disenchant’ option you are effectively forced to provide a service that you may not be comfortable or agree with.

There is still no choice to let you choose to skin a corpse, to which you have looting rights, if a skinner is in the party. There is no choice to be able to mine an mineral node if there is a miner available. Herbs cannot be gathered by the character next in line to loot just because a herbalist is present. Yet the enchanting skill is abused and pillaged without consent. No one even bothers to ask any more if there is an enchanter in the party, as there is no need. Yet if one happens to be present and shards are casually dropped in to a character’s bags there are no words of thanks to the anonymous benefactor, it is all entirely taken for granted. This is even a step backwards from when enchanters had to do more of the work.

Enchanting has always been difficult and unrewarding work, despite it being considered necessary for any top-level adventuring. Now, more than ever, it is a thankless task. Not only do bind-on-pickup items get turned in to shards, but any item not otherwise needed can be transparently disenchanted and silently awarded to a non-enchanter, the enchanter herself getting no reward for the investment in to the skill, or even a word of thanks. The question is not so much how we got in to such a state of affairs, as it feels like enchanters have never been respected, but why, after learning all of this with one character, did I create a second character to choose enchanting as a profession? I hate the new option to disenchant loot, I feel it paradoxically lessens the perceived worth of my character.