3 31 The Descent Into Madness

3 31 The Descent Into Madness


Descendants of Draenor defeats Yogg-Saron,
earning "Heroic: The Secrets of Ulduar",
Ulduar

By Omission

I laid the situation out on the forums for Dalans and Neps to ponder. Who would be the most appropriate replacement for Kelden? Options were limited to either Sixfold, Arterea or Gunsmokeco. Sixfold was an excellent healer, both in PvE and PvP, and had consistently rocked the meters in both Ulduar and my obscenity-laced arenas. But there was a concern that he cared little for management. I got the vibe from Six, much like I did with Larada, that he was here to play a game and have fun, not chase after children that needed their asses wiped and their snotty noses blown. Arterea also demonstrated prowess in the duality of raiding and player-killing. After taking Ekasras spot in The Eh Team, his recent claim to fame was a reworking of the healing strategy for hard-mode Vezax -- a strategy wed reuse in the 25-Man. Sadly, Arts schedule was all over the board. Hed approached me for Elite, but was concerned that his school schedule would wreak havoc on his in-game hours. Sadly, the best-and-brightest also had to maintain the online hours necessary to survey and mediate on my behalf. This turned my attention to Gunsmokeco, the prime candidate, and best suited for the task.

Guns, like Kelden before him, was very good at doing things his own way. For as far back as I can remember, Guns was one of the first PvE Shamans in DoD that ran with no add-ons. For him, it was the default UI or bust. Id experienced resistance from officers in the past; Annihilation famously shit on the concept when he held the Warrior officer title. It was always his balls we were breaking when it came time to bring up the subject. He made no secret about his hatred of modding the UI, so it was out in the open and common knowledge to all. I let it slide with Annihilation because he was just that good. Expert players like him do exist in WoW; so finely attuned to the games minutia that add-ons simply encumber their performance, shifting the signal-to-noise ratio far to the extreme.

It is my humble opinion that this is the exception far more than it is the rule.

Far too many players gave me grief on running add-ons, claiming they werent necessary, only to turn around make horrible mistakes, act like amateurs, then throw their arms up in denial, blaming something else for their shitty performance. With Gunsmokeco, I wasnt concerned. He delivered top performance with every raid he set foot into -- a trait which helped play a role in his recruitment into The Eh Team. So I was fine with Guns letting the use of add-ons fall to the wayside.

What I wasnt fine with was his approach.

Unlike Annihilations outward, public stance on his disgust with add-ons, Guns would simply choose to keep that info to himself. I made it clear, public knowledge what mods were to be loaded, and expected the best and brightest to lead by example. Only after running oRA2 or DBM version checks would the truth come seeping out -- he hadnt loaded any. In the face of the report, it was "Sorry, forgot", and no big deal -- case closed. Until the next time. Then, Id have to remind him to turn them back on all over again. Did you think I wouldnt notice? Or were you just not paying attention?

Players that are skilled enough to run without add-ons -- especially healers -- cant perform at the top of their game without paying attention. The only other option left my gut screaming red flag after I pressed the promotion button.

After all...it was no big deal. Case closed. Right?

Mature and the 25-Man Progression Team
stand before a defeated Yogg-Saron,
Ulduar

Yogg-Saron

It was a picture of what had been, what is, and what was to come. Maneuvering through tentacles while the four Keepers kept watch on us from the balcony. Faceless Horrors leapt out of murky greenish clouds as I scrambled to gain control of them, lest they turn and begin killing raiders made of softer material. Cheeseus called out to the groups going into the mind of Yogg-Saron, pulling visions apart by their fabric, turning away from the nightmarish skulls that used every opportunity to sap each players sanity. With these visions driven back into the recesses of Yoggs mind, the raiders poured their damage into the ganglia below the Old Gods brainstem. Meanwhile, I waited outside, doing what I could to deal with tentacles, spinning my camera away in preparation to avoid gazing into the mouth of madness.

Each attempt that got us to the final phase was an exercise in Tank Endurance. Juggling between myself, Omaric, and Bretthew, we struggled to stay alive as the faceless ones continued to spawn, moving quickly towards our casters and healers. They struck the hardest when they first spawned; it was imperative we gained control as quickly as possible. One-shotting our highest damage dealers or strongest healers would turn the final phase into a bleak game of attrition, watching the nightmare slowly unfold as we were overrun. Meanwhile, panic-stricken players lost sight of their sanity, staring blindly at Yogg-Saron like deer in the headlights while they focused on damage. In a hypnotic trance they turned upon one other, cutting into the flesh of fellow raiders rather than the real enemy. The tanks and I held on to our calls.

"Mature picking up. Omaric next."

Then Omaric.

"Omaric has this, Taba, youre next."

Then Bretthew.

"I got it, I got it. Mature, youre next."

We continued on, trying to call out which tank was next on which taunt, who would be responsible for turning the faceless horrors toward us, praying that we had one last cooldown to blow to stay alive. DPS worked through the final bit of health remaining on the Old God -- averting our gaze from the hundred mouths, desperate to sink their teeth in.

We awoke.

The nightmare ended.

Heroic: The Descent into Madness was finished.

On the evening of June 14th, 2009, the fifth weekend of work on Yogg-Saron, with only one person dead, Descendants of Draenor slew the Old God in his lair. Far beneath Ulduar, his mad whisperings were silenced, and he bled out into the Saronite earth. It was a proud day to finally wrap up Ulduar and stand with the guild in the final kill-shot, but our work had only just begun. For this new design of raiding in Wrath meant that we were only through normal modes, bosses slain in their most simplistic manifestations. The true forms of the bosses had yet to be revealed, challenges that would await in bizarre new abilities, or executions under duress. The forms wed witnessed thus far were meant only for the broad masses of raiders in Wrath, folks wishing only to experience the encounters, but lacking the dedication and focus necessary to clear raids with a degree of difficulty more reminiscent to the early days of WoW.

The kind of stuff we had cut our teeth on.

Grandma is not on Fire

Our priorities quickly shifted to what remained of these "hard-modes". Some we completed by accident, the pleasant side-effect of running a tight ship by default: encounters are completed as they should be. Others we chipped away at as the initial weeks passed by, growing in experience, augmented by the stats of newly acquired armor and weaponry. Yet for all the progress we made and achievements that spammed guild chat, three months had passed and nerfs continued to flow in, a subtle reminder that Blizzards end-goal was to get more folks to raid. More folks to raid.

More folks to raid.

Our pool was rock solid, comprising a healthy balance of both Raiders and Elites, all itching to chisel away at what remained for Heroic: Glory of the Ulduar Raider. They coveted that Iron-Bound Proto Drake, and did whatever they could to claw up to an Elite rank, solidifying their spot in the roster. My hesitance lingered. I didnt want to disrupt that balance of Raider-to-Elite; both were needed and neither could dominate an entire role. This hesitancy, coupled with the looming Summer months, began to manifest in hefty cancellations on our signup sheet. But these cancellations werent emergencies like "Grandma is on Fire". I mean cancelling for reasons that should have been scheduled around.

One weekend it would be:

"Birthday weekend, be busy all weekend."

Understandable, Im sure, though I usually only need one day to celebrate a birthday. After becoming so caught up in WoW activities as to forget my own, time off around the event seemed perfectly reasonable. But then the very next weekend,

"Family Gathering."

And the weekend after that:

"Vacation."

Each week I read the excuses reasons people gave to step out, I wondered if they really did want a shot at the Proto-Drake, or were just happy to have us carry them through on our backs. But what could I do? This was the setup, after all. Raiders would flow in and out as needed, and I would rotate in whomever was left. I expected that from Raiders. Besides, the Elites and Officers would be the rock that Id lean on when Raiders wished for too much freedom.

Yet the players that were one step away from Elite were playing a very touchy game of cat-and-mouse with me when it came to cancellations. They didnt have the rank, so pushed it to the limit -- taking off as much time as they could squeeze out of me, because they could. But they always had very good reasons to legitimize their time away...

...reasons that just happened to come right off of my "Emergencies" forum topic.

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