Assorted Secret World Tips

On June 29th The Secret World head start began, and from that point on I have been pretty radio silent.  I’ve mulled over what to post, but each evening when it came down to the decision of blogging or playing… the game has won out.  This is the first game in awhile I have had the burning drive to go home and log in each night.  At this point, it is a little far past the appropriate time for a launch impressions post, so I’ve decided to completely skew that and go in a different direction.

Quite honestly the game is just so much better than I originally expected it to be.  While it is most definitely not going to be the game for everyone, it seems to have nailed pretty much all of my triggers.  For years I have said that if a game ever released, that had as detailed of a world as Everquest 2, and a fun combat system I would be hopelessly hooked.  So far it is shaping up that The Secret World might just be that game. 

It still has some pretty major bugs, both in quests and the game client itself.  Right now the chat system is a complete mess, with all of your configuration settings for your chat tabs getting reset every time you zone.  Hopefully with times these growing pains will work there way out.  They have been releasing patches pretty frequently, and have set a pretty lofty goal of a new episodic content patch each month.  Only time will tell if they can live up to these.

Tips for a more pleasant experience

The Secret World if nothing else is a very unique and different take on the MMO game.  As a result there is a pretty steep and often times brutal learning curve.  There are numerous little things I have come across, or figured out that I think will ease the transition.  This is by no means an exhaustive list, but more some bullet points I think are worth mentioning.

Get Your Secondary Weapon Fast

Regardless of your faction, part of the quest line takes you to some sort of outfitter where you can play with the different weapons and pick your primary.  The combat system doesn’t really come into it’s own until you have two weapons.  Various combinations play off one another, and your builders build resources for both weapons at the same time.  You can get some quick burst damage by dumping both weapons at the same time.  The problem is that it might take you a bit to acquire a second weapon naturally through gameplay.  One poorly documented feature is that after completing your initial weapon quest, you can simply walk right back into the room and pick up a secondary weapon.  The NPC tells you that you can come back at any time if you want to change weapons, but it isn’t implied that you get to keep your original choice as well.

Melee and Ranged Together

One of the things I have noticed, is that this game seems to like to present you with conditions where you will need to melee down something, or kite something, and often times during the same encounter.  My friends who have chosen a melee/ranged combination like myself seem to be moving through the content pretty seamlessly.  However those who have chosen a pure melee, or pure ranged path seem to often times be gimped in some manner.  Being able to quickly switch between a ranged encounter and a melee encounter just seems to make life a bit easier.

Melee Paths
  • Blades
  • Chaos
  • Fist
  • Hammer
Ranged Paths
  • Assault Rifle
  • Blood
  • Elemental
  • Pistol
  • Shotgun

Personally I have chosen Blades and Shotgun, because it fits my personality and what I wanted in a character.  But any combination of ranged/melee seems to work fairly well.  Once again TSW seems to be a game that really hates pure melee characters, but I have noticed some limitations on the pure ranged characters as well.

Getting Stuck?

While there are still a few bugged quests out there, the vast majority of the time, we simply don’t know where to look for the answer.  The Secret World is a game that prides itself on forcing us to use our noggins.  So often we are used to the game providing us a trail of neatly placed breadcrumbs that end up in a very obvious answer.  TSW tends to give us some pretty general clues, and then relies on the player to apply some real world logic to determine the results.  It is really hard to give some non-spoiler examples, but if you were give a clue about a seat of power, you might end up needing to use a phone book to determine the street address of city hall.  Often times during these quests they expect you to use the in game browser to Google the clue, or look up results on Wikipedia.  In addition to the in game assets, Funcom has created a wide number of real life websites for the corporations and locations talked about in game, each of them littered with clues.  Before you give up and get frustrated, just make sure you are using all of the resources available to you.

Bags Getting Full?

The game really provides us a lot of options for storage.  First off, a good number of my friends have missed the fact that London has a bank.  It is located through the park, behind Pangaea and beside the Tabula Rasa fight club.  In addition to this, both your bank and bags have the ability to add more slots.  They start out rather cheap, and by the time you get to where I am at 130 slots, it is roughly 150k to add 10 more.  In addition to bag storage, I periodically compact by bags by breaking everything I am not in need of to crafting materials, and then upsizing them as much as possible.  Each crafting material can essentially be converted up to a higher level at a cost of 5 to 1.  If you need the lower level materials again, you can convert back at a slightly loss getting back 4 materials instead of the original 5.  I’ve habitually broken down everything I have gotten that I could not use myself, and have in general had plenty of materials to craft glyphs, weapons and talismans, yet still be able to afford repairs and travel speed increases.

Mobs Too Difficult?

If you encounter an area of the game where the mobs simply feel too difficult, there are multiple variables you can tweak to improve your performance.  The game seems to gauge difficulty on a murky scale of multiple factors.  Essentially you are likely being held back either by overall weapon quality, or your weapon and talisman skills.  One of the things I wished I had done from the very beginning was run my primary weapon, secondary weapon, and all 3 talisman skills all the way to 10.  Maxing your talisman skills gives you a massive buff in your overall hit points, and maxing your weapon skills greatly reduces the occurrence of glancing blows.  As a result you have better survival, and can kill your mobs faster. 

Any given weapon has two different skill paths.  In the example of blades, there is a damage path that increases the damage you deal, and a survivability path that heals you back a little bit now and then.  One of the mistakes I did early, was try and level both blade skills, both shotgun skills and keep my talismans even.  While it added a bit of survival, it simply meant I was slower to max out any one skill.  If I had it all to do over again, I would level shotgun damage, blade damage, and the 3 talismans equally until I maxed them.  I plan on going back and eventually maxing out the secondary skill for each weapon, but getting to 10 on any one has the effect of reducing your glances, and allows you to equip those higher level weapons.

No Shame in Farming

If you are still struggling, then likely it is the other side of the equation…. your gear.  At several points during my leveling I have found some sweet spots for collecting gear.  Each zone you encounter has a certain level range of drops.  Kingsmouth of example has QL1, QL2 and QL3 drops, Savage Coast is QL3, QL4, and QL5, and Blue Mountains has QL5 and QL6.  In each case there are some relatively easy spots to hunt mobs that drop the highest level loot in the zone.  I spent large amounts of time in each zone trying to fill out my gear before moving on.  In Kingsmouth, the best place hands down is the field near the junkyard full of Mud Golems.  You should be able to start soloing these pretty early on, once you learn their tactics, and they reliably drop QL3 gear or at least cash/runes.  In Savage Coast, the sweet spot for me seemed to be the Draugr just off the dock near Red’s bait and tackle shop.  These guys can be solo pulled, and pretty reliably drop QL5 greens.  Blue Mountain was a bit more difficult, but there are camps of Deep Spawn near the Agartha portal.  Several of these are easily single pulled, and pretty reliably drop QL6.

New Clothing

One of the big complaints I have seen against the item shop, is the impression certain players have that this is the only way to change your outfit in game.  First up, there are many ways to get new clothes without spending a dime on the cash shop.  There are many items that you can pick up through quests or through skill unlocks.  Dulfy has a compilation of all the items and how to get them, that she keeps pretty regularly updated.  In addition to this, there is the Pangaea store in London.  In it you can choose from hundreds of items, purchased using the in game Pax currency.  Dulfy has a nice compilation of the various fashions for women, but I assure you there are just as many cool looking options for guys.  It is reported that in the 31st patch, we will be seeing additional clothing stores, with hopefully more options.

Keep That Weapon Graphic

If you find a weapon that you really like the look of, you can keep that appearance indefinitely, it just takes a little work.  In every zone, there will be a camp (usually several) of Council of Venice personnel. These camps sell various items for the token currency you earn through completing quests.  This is a great way to get blue weapons and talismans, as well as various crafting kits.  In addition to all these things, there is a rather unassuming item they sell.

Casting Kits cost 30 tokens, and are used in changing the appearance of an item.  A word of warning, using the kit will consume the weapon you are “stealing” the appearance of.  Essentially you purchase a casting kit, and open your crafting window with Y.  Place the kit in the tools slot, and the weapon you want to take the appearance from in the materials window.  This will destroy the original weapon, but give you a blade mold in its place.  Finally take the weapon you want to apply the graphic to and blade mold into the materials window, just like if you were swapping a glyph.  The end result will be the appearance of the weapon you used to create your mold, applied to your current weapon.  I’ve used this process numerous times now to keep the Tyrfang appearance from Polaris on whatever I was using as my current blade.

Tacos are Tasty

Finally I have a super important tip, at least if you like Tex-Mex.  In the Haitian Market, which is located in the Darkside neighborhood of London, there is a vendor that sells Tacos.  If you have perused your achievements you will notice an achievement called "Tex-Mex T. Rex" for eating 7,460 tacos.  Thing is this is not just a vanity item, anytime you eat a taco, it massively buffs your out of combat regeneration for a short time.  Always keep a stack handy for those situations where you might be getting another mob any moment.  You can regenerate back to full pretty quickly while aided by their crunchy goodness.

The Illusion of Choice

Before this past week, I had not really followed the news about the Mists of Pandaria expansion apart from a mention here or there in my RSS reader.  So now that I am leaving the wow-free zone that I have created for myself, I am trying to catch up on all the tidbits of progress.  I admit, when I first got wind of the expansion I was just as bitter and cynical as the rest of the “kung-fu panda and pokemon” complainers.  I am not sure if it is the long leave, or the news I am reading itself but I am looking forward to it.

Never a Real Choice

One of the big complaints that did manage to invade upon my fortress of wow-less solitude, was the “dumbing down” of the talent trees.  When I first heard the news, like a good chunk of my friends, I was full of rage over them needlessly simplifying a process that already worked “just fine”.  I bemoaned switching to a system that gave up choice in favor of “hand holding”.  My talent trees should be tall and full of many widgets to click on, the way they always were!

I have come to the realization that despite the “illusion of choice” and multiple options, in each tree there was really only one viable path.  There are roughly 68 DeathKnights in my guild, and apart from  no more than a 5 talent difference, each us has almost the exact same blood tanking build.  For each class, and each tree, there has always been one spec agreed upon by the community to be head and shoulders above the rest.  So while it always felt like we had tons of options, in reality if we wanted to play on any serious level, we were going to go with the agreed upon path.

The thing is, this has been the case in every game I have played that has some sort of a talent system.  Rift added a bit more depth to the system, but the same winning combos were there as well.  This was so much the case that between my times playing it, they have added this nifty system that tutors you through speccing into one of these agreed upon paths.  This was a breath of fresh air, since with 9 potential talent trees to juggle per class, plotting a course became extremely arcane.

Freedom to Fail

The point of view I have eventually come around to is one that I would have argued until I was blue in the face a few years back.  In the end, all having a talent tree does is really give a player a chance to screw their character up to the point of being unplayable.  I had a friend, who shall go unnamed that decided to try and build a “Jack of all Trades” hunter in vanilla WoW.  Instead of focusing on one tree and then some secondary talents, he spread his points out evenly trying to pick up the best all all the early talents.

The end result was a character that had no glaring weaknesses, but no real bonuses either.  He could solo just fine, but when it came to running dungeons he lacked the raw damage output needed to support a team effort.  Believe it or not, I have seen many people make this mistake over the years.  The freedom of picking talents, also gives you the freedom to make characters that simply don’t work.  Ultimately the designers have intended us from the start to try and reach those top tier talents. As such when a winning hybrid spec exists it usually gets “fixed” to restore the balance.

Less is More

So in returning to what outraged myself and others, at face value the Deathknight talents are going from 41 points to only 6 points.  Initially like everyone else I thought to myself, my god they are watering these classes down.  Last night I copied my Deathknight out to pandaland and quickly found out that my assumptions were completely wrong.  In truth the new system is going to give us far more personalization while still remaining viable.

Just like with Cataclysm, when you first open an empty talent tree you are asked to choose a specialization.  Previously this just gave you whatever the signature ability was for your class.  Keeping with the Deathknight analogy, choosing Blood gave me Heart Strike, Veteran of the Third War, Blood Rites, and Vengence.  However my talents gave me all the other abilities that made tanking as blood viable, namely all those handy “oh shit” cooldowns.

What it took me a long while to understand, is that in Mists of Pandaria, when you choose a specialization you are essentially receiving with one single click that previous “optimal spec”.  Instead of getting those signature abilities from before, I receive 17 active and passive abilities that made up the golden path everyone chose.  What this really does, that has never existed to this point is set a clear baseline of abilities that one can expect every possible spec to have.  This completely takes the guess work of whether or not a player has some critical ability out of the mix.

Fluffy Goodness

Basically the talent points are now a series of decisions that occur at level 15, 30, 45, 60, 75, and 90.  Each of these decisions changes the flavor of your abilities, or adds new functionality to your class.  When I switched my Deathknight from Human to Worgen, the thing I really missed was the Every Man for Himself racial.  Previously in Wrath it was not terribly difficult to build a viable tanking spec that included the ability Lichborne.  However in Cataclysm, you had to give up some high threat talents and utility to get it.

With the MoP talents at each level you are basically making a choice and in essence sacrificing other abilities.  Most of the tiers, for the classes I have seen all are similar abilities with a similar theme.  In the case of Lichborne, I can take it as my level 30 pick, but I am giving up on having Anti-Magic Zone and the brand new Purgatory ability.  None of the choices really take away from my viability, but each shapes the flavor of my character.

So while at face value it looks like you have less freedom, in reality I personally feel like I have more than ever.  I cannot count the number of times I have respecced just to change one or two points.  That was the only real control I had, and in general I have had less than 5 points that could realistically be juggled.  This time I am getting to make 6 choices, each of which has some pretty significant ramifications.  I can be a tank with Bladestorm, or a Deathknight with AOE Deathgrip (Gorefiend’s Grasp), or Combat Rogue with Shadowstep.  I get to make these fun choices knowing that I am not trading my viability for flavor.

Ode to the Trinity

I have to say I am honestly shocked after writing this all out, that I am really looking forward to the expansion.  I made as many catty comments about it as the next person, but the more I read about the changes the more I like.  The funny thing is, I know I am contradicting things I have said I wanted in the past.  I have seen enough of the “post-trinity” games that I know that I don’t really enjoy them.  At the end of the day, I really like having clearly defined roles.

The main problem I have had with abolishing the “trinity” is that without them I feel like I have no purpose.  While this is great for soloing, grouping in games like Guild Wars 2 has been sheer and total chaos.  The classes that generally get hurt the most are the melee, and those are the only thing I have ever been interested in playing.  I cannot be happy unless I am sinking a weapon in monster flesh.  Playing a “finger wiggler” just lacks the visceral quality that I crave.

So when I would try and take on a difficult/elite/etc encounter with group members, this little scenario would play out.  I would run in and begin to attack, sword and board in hand.  Sooner or later I would pull aggro, and begin trying to back out.  Ultimately I would fail at shedding aggro and die while trying to heal myself.  The fighting to stand up would fail as well, since we are fighting a big monster and not easily killed by throwing stones at it.  At this point I rez, and try and run back into the action which may or may not be all the way across the current map.

Even in games that have blurred the lines a bit, without going into battle knowing your role it feels like every bad pvp experience I have had.  “Lets all run in and throw ourselves at the enemy, I am sure they will fall to one of our flailing bodies.”  I like knowing who is the tank, who will be providing dps, and who will save all our asses by healing us when we do something phenomenally stupid.  A well balanced party was the key to pen and paper RPGs and honestly it still makes sense for MMO grouping.

Solo Friendly

I think the nugget at the center of every “post-trinity” argument however is pretty simple.  Everyone wants to be viable in both a group and while soloing.  SWTOR tried to solve this by giving everyone companions that essentially turned you into an instant somewhat balanced group.  WoW has added in a lot more self heals, and other ways to save yourself when things are going wrong.  Ultimately, everyone wants to be able to play the way they want to play and still be viable doing so.  For me that is usually tanking, which I guess places me firmly as a pillar of the trinity. 

This post has rambled on a lot longer than I had originally intended.  I guess in hindsight I should have broken it into multiple posts, but at least in my mind all of these things are connected. I am still pretty shocked that I am looking forward to roaming around Pandaland.  What I have seen of the areas, I have enjoyed.  I will go on at length another time, as to why I feel Cataclysm failed whereas Wrath and Burning Crusade did not.  Suffice to say, I feel Pandaria will be a return to the world building experience of the first two expansions.  I am looking forward to exploring this new and beautiful world.

Rediscovering Dungeons

Here in Oklahoma it has been insanely hot and by Thursday it is supposed to be in temperatures over 107F.  As a result, I have been actively trying to avoid leaving the comfort of air conditioning.  This meant that this last weekend, I spent the vast majority of it logged into Argent Dawn in World of Warcraft.  The game still has a pretty firm resurgent hold on me.

Am I Really Back?

WoWScrnShot_062512_060314Honestly at this point I am still not 100% sure if I am really back, but I have moved from seven days of free time to actually paying for the first month.  I had planned on doing this anyway, just to make sure my friend got his mount, but I have to say I am already finding myself making plans for the future.  Right now I have a stable of sub 85s, and I admit I am looking forward to leveling them.

I spent the largest portion of the weekend working on Exeter, my Paladin.  This was actually my very first character in World of Warcraft, and I had grand ideals about playing it as a main.  Due to not being able to keep up with my friends, and the failings of protection paladins early on in vanilla, this never quite panned out.  But nonetheless the character has always had a special place for me.

When I last played the character over a year and a half ago, I had just started on Vashj’ir and decided to swap from Retribution as I played in Wrath, to full on protection.  With some minimal ability swapping, I was able to pick up the character pretty quickly and continue on questing.  I have to say the Cataclysm Tankadin is a blast to play.  I have given paladins crap over the years, even on this blog, but the gameplay is extremely infectious.

WoWScrnShot_062512_064918Over the course of the weekend I finished Vashji’r, quested through Hyjal, mined my way across Deepholme and finally reached 85 while doing the first few quest chains of Uldum.  I have no clue how many actual hours of play it took me, but with all the perks granted by a level 25 guild, it seemed like it just flew by.  Instead of watching my xp bar I found myself just following along the quests, and before I knew it I had hit the cap.

While I have complained about “kill ten” quests before, I have come to realize that at the end of the day I really do prefer them.  Having a traditional questing structure gives me a sense of purpose as I check things off my list.  When I have played more open ended games, like Guild Wars 2, I have felt like everything I did lacked that same sense of purpose.  As much as I had complained about the disconnected feeling of Cataclysm, the quest flow is pretty nice and has enough other kinds of quests to break the monotony of the kill tasks.

Grouping Should Be Fun

Screenshot_2012-02-22_22_19_17_638583When I left WoW originally it changed my game play deeply.  I went from being the center of each group as the main tank, to actively avoiding grouping all together.  I had developed a phobia of being needed at all, since I had spent the previous seven years responsible for the happiness of so many others.  I grouped when I absolutely had to, but the rest of the time I was off by myself and seemingly happy.

With the release of SWTOR, I gave grouping another try.  However choosing to level as a dedicated duo, left me feeling chained to having to play whenever someone else was online.  When it came time to run flashpoints, I just found them not as much fun as I remembered dungeons being.  I think in part, I just didn’t like the design of the Star Wars hard modes.  I don’t mind hard encounters, but I have always felt that they should be an endurance game, not twitch reflexes.

Many of the SWTOR hard mode flashpoints, just felt cheap and irrationally punishing.  Colonel Daksh in Maelstrom Prison for example, goes into this phase where you have to avoid getting in line of sight of him.  Essentially 2 or 3 times per fight, everyone in the group has to do an intricate dance avoiding being seen.  If you are seen at all, it is essentially a one shot death.  If you aren’t dpsing him fast enough, you also die from the incredibly short enrage timer.  As we wiped over and over to one thing or another, the attempts just ceased to be enjoyable, and given time flashpoints were just something I completely avoided.

Remembering It Can Be

image00211Thanks to the coaxing of my friend, coming back to WoW I have been grouping again.  I eased into it by duoing some old raids, until I built back up my tanking ability to some extent.  Once I got back into the swing of a heroic, including the “new to me” hour of twilight five mans, it felt like coming home.  Unfortunately it seems like we can only muster full guild groups on Friday or Saturday nights.  But those last few nights, have been some of the most enjoyable gameplay I have experienced in years.

Friday night we gathered up to work on various achievements, that each of us had outstanding.  We knocked out a couple still remaining from the Icecrown five mans, and then moved on to the redesigned Zul’Gurub.  ZG has always been one of my favorite places in Azeroth, and in vanilla I spent hour after hour there both tanking and healing it.  When I heard they were removing the raid and making it a heroic, I was extremely disappointed.  However, considering they went from a raid to a five man, they’ve done the zone justice.  While none of the fights are exactly the same, they each feel very similar in nature and still have a very epic feeling to them.

In an hours time, we had knocked out every available Zul’Gurub achievement.  While there really wasn’t much in the way of gear upgrades for anyone involved, we had a complete blast doing it.  I am remembering the side of gaming I used to love so much, but the circumstance of having to be both guild and raid leader robbed me of.  Running around with my friends taking down baddies, has re-awoken a piece of my inner child I thought was too jaded to ever feel this way again.

Well Rested Return

One of friends, mused that I just needed some time away from the game to get my perspective.  I think that honestly might be the case.  Too much frustration had built up, over too many things not directly related to gameplay.  Coming back now, I have a new pair of rose colored lenses and my buffer of bullshit has been emptied out.  I never thought it would be WoW I was returning to however.  I really thought with my recent return to Rift, that it would be the one that held my attention.  As much crap as we have all said about “pandas and pokemon”, I think the upcoming expansion will breathe some life back into the game.  I just hope that my return, others will be willing to give it a fresh start as well.

Nostalgia Wins

Of all the topics I thought I would be blogging about, it is pretty safe to assume this is the last one I ever expected to be writing.  However over the last couple of weeks I have been giving in to my nostalgia, and I feel like I need to come clean about it.  About a week before my birthday, I found my way onto the guild mumble, in the guise of helping a long time friend test their mumble connection.  It was not long before a few others showed up, and we had a lively little discussion going.

When you get a bunch of old friends together, sooner or later they are going to start talking about the “good ole days”.  While none of us were actively playing it, those cherished times were all raids in World of Warcraft.  Over the last year and a half, since leaving the game, it has pretty much been my regular whipping boy.  I’ve said so much, and blamed so many things on the game and its players, but at the end of the day we really did have some amazing times there.  It wasn’t long before I found myself accepting a Scroll of Resurrection, and reactivating my account.

Sealing the Rift

2011-03-15_062142 (1)I expected that much like reactivating Rift, this was going to be one of my short lived whims.  I had a good deal of fun wandering around Telara for about a week, before the same feeling from before had set in.  Rift is without a doubt technically superior to every game on the market.  It has every feature I could ever possibly want in an MMO.  The problem is that once again I find myself not really caring about the world of Telara and its two warring factions. 

What hooked me on MMOs all those years ago, was this always on and deeply intricate fantasy world to explore.  Norrath will always be my first love, with its interesting races, brooding gods, and vast landscapes.  I can remember spending hours, reading quests, trying to gather up every little tidbit of this rich world.  Years later I developed the same connection to the land of Azeroth.  The setting was already familiar to me, and knowing a little bit about it already, made World of Warcraft and its lore all the more addictive.

For reasons I don’t quite understand, I just can’t seem to develop the same connection with the races and world of Telara.  The game does everything right, and has every bells and whistles I could ever want in an MMO, especially now that they are adding mentoring.  At the end of the day however, I just don’t really care about my characters the same way I normally do in these games. 

Home is never the same

WoWScrnShot_061412_232732So in a fit of nostalgia I have been playing WoW once more, and I have to say I am enjoying myself quite a bit.  I think it is a testament to just how good a game it is, that I can return after almost 2 years, and a ton of frustration and bad feelings towards Blizzard, and be able to have fun.  I honestly had the intention of never playing the game again.  I had mixed emotions about trying to “return home”, and the ramifications that it might mean.

So much has changed, the guild I spent seven years building up is very similar, but it is definitely not the same guild I left.  Little things have changed, gone are a good number of the people I cherished the most, and with them some of the easy banter that used to go on in guild chat each night.  However, there are moments, especially on raid nights when some of the veterans show up, that things return back to “normal” for a bit, or at least the normal I remember.

In addition to folks that have moved on like I did, there are tons of new names and faces that I don’t know.  I used to pride myself on trying to know everyone in “my” guild, but truth is from the moment I passed on the hat that guild stopped existing anywhere other than my mind.  I think this is all the more noticeable by the fact that Argent Dawn once again is going through the pre-expansion doldrums.  The guild is still a great group of people, just not as outwardly friendly as it once was.

Normal is a moving target

WoWScrnShot_061712_000107I’ve hit on this multiple times, but the truth is while it feels like the guild has changed, it might simply be because I myself have changed.  When I was last wearing the green and black of House Stalwart, I was a burnt out Guild and Raid leader, unable to stand the thought of playing the game anymore.  I have realized that a good bit of that frustration that built up was because my reality was changing around me. 

When I built up House Stalwart into what it was, I was a relatively unhappy code monkey, working under a boss with a penchant for passive aggressive micro-management.  Nothing I did was ever good enough, and I felt like I had no control over my work world.  At the same time there was a good deal of turmoil in my personal life.  During a five year stretch, we lost something like 15 family members.  The first and worst of these was the suicide of my nephew.

Everything simply felt wrong, and out of control.   I think in a way I built up House Stalwart to be this stable, safe environment to hide out in.  Over time my life started to shift back into normality, I didn’t need my support structure as much as I once did.  I changed jobs leaving the constant stress, feelings of inadequacy and that horrible boss behind.  The problem is, I had built a guild full of great people who had come to need me that I did not want to let down.

The more responsibility I had thrust upon me in the real world, the less I wanted to deal with it in the game world.  So when I moved jobs, to one I had more of a direct role contributing to, I pushed back against being the main tank.  When I had a coworker leave, and have to pick up the slack and essentially do two jobs at the same time, I pushed back against raid leadership.  As I picked up some management responsibilities, I pushed back against guild leadership eventually left the game.  So it seems impossible to separate the frustrations I had with the game, from the changes I was going through outside of it.

Am I really back?

WoWScrnShot_061612_233953So over the last week I have been getting adjusted to the game again.  I find myself actually looking forward to going home and playing at night.  More than anything that is something that has been missing for awhile.  While I have found enjoyment in whatever I was playing, the actual drive to log in and play has been gone.  Now I think ahead about what I might accomplish each evening, and it is refreshing.

There is a question my friends keep asking that I don’t have an honest answer for yet.  I am not sure if I am really back, or honestly what being back even means.  I figure if I am actually playing a month from now, then chances are I will be playing for awhile.  I am enjoying this present trip down memory lane in the meantime.  Last night I soloed most of AQ40 and AQ20, then later duoed a good chunk of the Black Temple.  I am enjoying the experience of rediscovering this game I used to love so much, with no expectations.

I am having a blast playing my Deathknight, probably more than I have since originally leaving the game.  I am not really sure how to quantify it, but World of Warcraft does melee right.  I’ve played melee characters in roughly a dozen games since leaving wow, and in every case they didn’t quite feel right.  They either were too simplistic, too slow paced, or somehow didn’t truly capture the fun nature of swinging a weapon at a monster.  I have to think that it is all the attention to detail and smooth animations that make playing a melee just feel correct.

Future uncertain

Right now I am not sure what my gaming future will bring.  There are so many big games on the horizon, and I am sure I will play several of them. I am not sure if WoW will stick, or if I will just float along to the next big thing.  Currently I have access to WoW, Pandaria Beta, Guild Wars 2, The Secret World, Diablo 3, Rift and Everquest II.  So far however, the only two I am actually logging into are WoW and EQ2.  In each case, those are the two universes I am most nostalgic about.  I guess that no matter what I say or do, I will always love Norrath and Azeroth.  It has been just as shocking to myself, as it has been to my friends that I am back in WoW.