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	<title>Comments on: Better Running on a Treadmill</title>
	<atom:link href="http://www.slain-by-elf.org/2007/05/03/better-running-on-a-treadmill/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.slain-by-elf.org/2007/05/03/better-running-on-a-treadmill/</link>
	<description>Adventures in Role-Playing</description>
	<pubDate>Wed, 19 Nov 2008 15:52:40 +0000</pubDate>
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		<title>By: Elf</title>
		<link>http://www.slain-by-elf.org/2007/05/03/better-running-on-a-treadmill/#comment-879</link>
		<dc:creator>Elf</dc:creator>
		<pubDate>Mon, 07 May 2007 15:30:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.slain-by-elf.org/2007/05/03/better-running-on-a-treadmill/#comment-879</guid>
		<description>Okay, the 10th level vs. 55th level orc example is an exaggeration, but I consider my main point to stand.

For a spell-casting mob, which spells do most damage, and which one should you interrupt?  Does the mob heal, because that could be more important to prevent than a damaging spell.  And a healer will be ever more likely to heal its allies the higher their level, when fighting multiple mobs, so it becomes more important to identify them and kill them first.

If there is a knock-back effect, you could try to manoeuvre so that your back is against some scenery, thus negating the knock-back.  For mobs that snare, it may be prudent to use an ability that reduces the mob's movement speed so that they don't get away so quickly and allowing more attacks.  Stun attacks are just irritating, and will get a mention in a future 'pettty annoyances' post at some point.

For other examples, it's possible to work out if a mob's spell or spell-like ability is close range and, when you see it being cast, you back back off enough to avoid the effects.  Some mobs cast a cloud effect; instead of interrupting the spell it may be more efficient to let it take effect and then move out of the cloud, making the spell worthless.

It's not about finding 'crazy' new approaches to fighting enemies, mostly because WoW really isn't a game of skill, outside of teamwork, and that's part of the point.  WoW has a treadmill, and I won't deny that.  It is perfectly possible to level without having to learn anything outside of upgraded abilities.  My point is that there are opportunities to learn, but they can be easily overlooked because the game simply doesn't require them to be learnt.

The game can be a richer experience if these opportunities are actively sought, because then the treadmill is lessened and you feel more like you are interacting with the world and not just pushing the same buttons.</description>
		<content:encoded><![CDATA[<p>Okay, the 10th level vs. 55th level orc example is an exaggeration, but I consider my main point to stand.</p>
<p>For a spell-casting mob, which spells do most damage, and which one should you interrupt?  Does the mob heal, because that could be more important to prevent than a damaging spell.  And a healer will be ever more likely to heal its allies the higher their level, when fighting multiple mobs, so it becomes more important to identify them and kill them first.</p>
<p>If there is a knock-back effect, you could try to manoeuvre so that your back is against some scenery, thus negating the knock-back.  For mobs that snare, it may be prudent to use an ability that reduces the mob&#8217;s movement speed so that they don&#8217;t get away so quickly and allowing more attacks.  Stun attacks are just irritating, and will get a mention in a future &#8216;pettty annoyances&#8217; post at some point.</p>
<p>For other examples, it&#8217;s possible to work out if a mob&#8217;s spell or spell-like ability is close range and, when you see it being cast, you back back off enough to avoid the effects.  Some mobs cast a cloud effect; instead of interrupting the spell it may be more efficient to let it take effect and then move out of the cloud, making the spell worthless.</p>
<p>It&#8217;s not about finding &#8216;crazy&#8217; new approaches to fighting enemies, mostly because WoW really isn&#8217;t a game of skill, outside of teamwork, and that&#8217;s part of the point.  WoW has a treadmill, and I won&#8217;t deny that.  It is perfectly possible to level without having to learn anything outside of upgraded abilities.  My point is that there are opportunities to learn, but they can be easily overlooked because the game simply doesn&#8217;t require them to be learnt.</p>
<p>The game can be a richer experience if these opportunities are actively sought, because then the treadmill is lessened and you feel more like you are interacting with the world and not just pushing the same buttons.</p>
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		<title>By: Zoso</title>
		<link>http://www.slain-by-elf.org/2007/05/03/better-running-on-a-treadmill/#comment-876</link>
		<dc:creator>Zoso</dc:creator>
		<pubDate>Fri, 04 May 2007 11:11:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.slain-by-elf.org/2007/05/03/better-running-on-a-treadmill/#comment-876</guid>
		<description>While enemies do gain different abilities, I think you're overplaying the 10th level vs 55th level Orc.  My basic rogue PvE attack patterns have barely changed since around level 24; cheap shot, slice n' dice, sinister strike until bored, eviscerate, repeat.  If a mob's a spellcaster, maybe the odd kick and gouge in there, but I can't think of any world mob that's caused me to require a crazy and different approach.  Knockback?  Run back into melee combat.  Stun?  Wait until it's finished, then run back into melee combat.  Snare?  Wait until it's finished, optionally making a bit of a ranged attack now and again, then run back into melee combat.

There's scope for learning and adaptation like working as an effective team with different classes, especially in instances, and PvP, but in terms of basic, solo, world levelling, once you've collected your main set of abilities, it's like Raph says: Sinister Strike II, Sinister Strike III, Sinister Strike IV...</description>
		<content:encoded><![CDATA[<p>While enemies do gain different abilities, I think you&#8217;re overplaying the 10th level vs 55th level Orc.  My basic rogue PvE attack patterns have barely changed since around level 24; cheap shot, slice n&#8217; dice, sinister strike until bored, eviscerate, repeat.  If a mob&#8217;s a spellcaster, maybe the odd kick and gouge in there, but I can&#8217;t think of any world mob that&#8217;s caused me to require a crazy and different approach.  Knockback?  Run back into melee combat.  Stun?  Wait until it&#8217;s finished, then run back into melee combat.  Snare?  Wait until it&#8217;s finished, optionally making a bit of a ranged attack now and again, then run back into melee combat.</p>
<p>There&#8217;s scope for learning and adaptation like working as an effective team with different classes, especially in instances, and PvP, but in terms of basic, solo, world levelling, once you&#8217;ve collected your main set of abilities, it&#8217;s like Raph says: Sinister Strike II, Sinister Strike III, Sinister Strike IV&#8230;</p>
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