Monthly Archives: May 2011

Replay Value

Why do some areas of Warcraft hold our attention through repeated play, while others grow stale?

I’ve been thinking a lot about this while playing Cataclysm, because there are parts of the game which I really enjoy doing the first time, but can’t muster the interest to do them again. This isn’t new to this expansion, but it feels like it’s more prevalent now, like there’s more things to try, but that they don’t hold my interest for long.

What’s interesting is that it’s certain parts of an activity that hold (or don’t hold) my interest, not the entire activity. Leveling is kinda fun, but there are some zones which I’ve done once and have no desire to ever do again. (Worgen starting area, Vashj’ir, Hyjal.) I find most battlegrounds infinitely replayable, except Tol Barad, which I just can’t motivate myself to play anymore on offense OR defense. Raiding has zero interest for me right now, even though I really enjoyed it during ICC. I’m not even bothering with heroic dungeons at this point, choosing to spend my time in PvP or on alts.

What’s going on here?


No man ever steps in the same river twice, for it’s not the same river and he’s not the same man.


Every single BG or Arena I queue up for is different. There’s a different opponent, I have different team mates, and the battle is going to be unique. Yes, the maps are the same. Change comes very slowly to the battlegrounds, so even major changes (like the new WSG graveyard) get assimilated into the collective knowledge of the map, and you can focus on trying to win the battle.

But even more than the external factors, I can see how I’ve changed as a player inside the battlegrounds. My recent forays into the Arena have given me better skills in breaking up a defending team, of working with others, of winning the 1:1 matchups. I’m slowly learning how to predict what different classes will do, and move to counter them. While the games played in the battlegrounds are static, the participants are not, and I still find that highly engaging.

PvP has high replay value for exactly this reason – the river is never the same twice. While the surrounding framework is the same, the individual experience of that specific battle is always different. Once a player overcomes the initial challenge of learning how to play the BG (and gearing their character appropriately), the replay value stays high. And there’s enough variety between the different types of PvP that, generally speaking, you can bounce between different matches and not get bored with a single battleground. Variety seems to be key here.

I wonder about the exceptions to this rule, though. I don’t play a lot of Tol Barad anymore, and I am hard pressed to figure out why, exactly. No doubt part of it is because I hit a wall with the daily quests, so the external motivation for capturing the zone is lessened. It’s still a great source for Honor Points, but I don’t need those. And after spending a lot of time in there learning how to win, once I started winning I stopped going.

If Tol Barad was part of the random BG queue, would I play it when it came up? Possibly. I think I might play all of the World PvP zones if they were part of the random BG queue if they were adapted for it. But as a separate activity? I find myself choosing to do other things instead of Tol Barad.

I don’t think it’s just the lack of external rewards, though that no doubt contributes to it. The other battlegrounds offer similar rewards (Honor, Achievements) to battlegrounds I’ll willingly play, even when you set aside the pets and trinkets and mounts and gold from dailies and another exalted reputation and Honor Points coming out the wahzoo. (And those are a lot of things for a battleground to have – no other PvP area has come close to having this breadth of rewards.) So that leaves two other places to look – factors internal to me, and factors intrinsic to Tol Barad.

I wanted to beat Tol Barad. I remember this so clearly when I wrote a post where I basically agreed with people who said it was too hard – and my own attitude in that post royally pissed me off. It wasn’t that the battleground was too hard, it’s that we weren’t trying hard enough and blaming the battleground for it.

Anger can be a positive thing. Anger can motivate you to buckle down and solve a problem, to get over yourself and do the hard things. Winning Tol Barad with a demoralized, outgeared Alliance-Durotan team before the rules was changed was hard. Figuring out how to hold the keep was hard.

And in learning how to overcome that challenge, I think a lot of folks had a lot of fun.

But what happens when the challenge is finally overcome? What’s left? PvP isn’t like PvE, where content gets progressively easier as you gear up (and when content gets nerfed down). The difficulty of PvP is dynamic, but you never get to the point where you overgear the instance – they can have just as many, or more, ubergeared characters on their team as you have on yours.

Tol Barad never really got any easier, even when the changes to how quickly the first and last base flips went in. It’s still a pain in the ass to win on Offense, and a game of musical chairs on Defense. It’s actually kinda boring – go to Slags, okay, go to ICG, okay, go to WV, frak, losing ICG. So in comparison to some of the other battlegrounds, there’s less nuanced strategy, it’s more difficult to coordinate en masse, and parts of it are kinda boring. It’s both harder than the other battlegrounds, and lacks a lot of the fun parts of the other games.

When you take away both the internal motivation of conquering the battlefield and the external rewards for participating, it starts to become clearer why I don’t queue up for Tol Barad anymore.


Tol Barad provides an interesting segue into thinking about the replay value of raiding. The initial play value of raiding is really high, drawing from internal player motivations to overcome challenges, external rewards, story advancement and exploration. This is a great set of initial values to have, covering a wide variety of accomplishment, collecting, and tourism.

Consider the challenge of raiding. Raiding is hard at first. Your entire team has to learn the fight, to try different strategies to see what works. You have to get great gear. You have to execute your strategy well. Everyone has to be on the ball at first. And then after days, weeks, or even months of trying, BOOM, a boss goes down! Mission Accomplished! You have met this challenge and triumphed! But wait, there are still 12 more bosses to go, so you can keep going.  Raiding provides small victories along the way to keep you motivated, without altering the difficulty of any one of them. The difficulty of the encounter is set; your approach to it varies.

Once you get all of the bosses down on normal mode, you can go back and make them even harder with heroic modes – oh yes, raiding as an activity has the whole “challenge yourself and your team” thing down pat.

What does change the difficulty of the encounters is gear, which is a game all its own. The more bosses you down, the better gear you get, which in turn makes it easier to progress through the content. Better gear means that the execution doesn’t need to be quite as precise, random chance doesn’t have quite as much to say in the matter. In some cases (heroic modes) it’s really necessary, but the really great guilds find a way to down bosses with lesser gear.

Also, purples are shiny.

Ahem. Right. Got distracted there.

Lastly, raiding allows you to see parts of the story of Warcraft that are, frankly, not accessible to non-raiders. A lot of work goes in to each raid instance – okay, maybe not ToC – and getting to see the story unfold really does drive a lot of people forward into heroics and raiding.

There are also social motivations for raiding – which I don’t want to discount – but just by looking at these three reasons why people raid, you see how raids naturally lose their replay value over time.

  1. Eventually, your team runs out of raid bosses to kill, or you hit a wall where you can’t get past one.
  2. Your team gets all the gear that is useful to them.
  3. You see it all.

Over time, raids will grow stale, and they won’t hold the same appeal as they did when they were introduced. That’s fine! They’re hugely appealing when we first encounter them. But over time, their replay value degrades.

You’ll notice that my argument presumes that eventually the bosses go down and the raid goes on farm status, or partially on farm. This isn’t how it works for most guilds, even during long, comparably easy raid periods (like ICC at the end of Wrath.)

No, raid teams hit walls. They get to 3/13, or 9/13, and can’t get any further. Weeks on a boss turns into frustrating months on a boss, and unless there’s some other factor at play to help motivate players (title, achievement, end boss of the expansion), the replay value of raiding drops precipitously. Teams do the bosses they can do, so there’s (hopefully) still gear being acquired – but night after night of failure can really wear people down.

The effect of failure is, interestingly, the same as the effect of success: it lowers the replay value of raiding. No matter where you stop, eventually your team does have all the gear available, even if it’s from Zulroics and crafted epics and you’re 0/13, or if you’re pushing HM 13/13.

The contrast with PvP is striking. WSG is still entertaining after 6 years, but most Vanilla and BC raids are just visited for reputation, vanity items, or nostalgia. Kara and Ulduar, arguably the two best raid instances still in the game, are gorgeous – but they’re not really a challenge with max-level characters. The appeal is to story, not to conquering the challenge.

Warsong Gulch is a challenge no matter what level you visit it at.


On some bosses, though, better armor and weapons may not be enough because some mechanics just can’t easily be outgeared. To mitigate that problem, our tendency is to nerf content over time just to make sure a wide variety of players see it.


Ghostcrawler is referring to what happens when the natural nerfing of raids (due to improved gear and community knowledge) isn’t sufficient to allow a majority of the player base to get past the mechanical challenges of a raid. There are some bosses which require coordination and execution that can’t be overpowered with slightly better gear, so to prevent raider frustration, Blizzard periodically nerfs raid content.

Coincidentally, Blizzard just announced a massive round of nerfs to the current tier of raiding content that will coincide with the release of the next tier, Firelands. This is certainly in line with what the company said they would do, and it makes sense when looking at the tradeoffs they have to make between initial play value and replay value.

To keep raiding going, new content has to be released. The enjoyment that raiders derive from their activity requires new challenges – precisely because of the low replay value of raiding. Static content gets boring over time. You can only do the fight so many times before you’ve got it down.

But what about raiders who are stuck? It doesn’t matter if you’re stuck at 0/13 or 9/13, the new content is going to be arguably harder than the old content, and that means you’re going to leave more and more players behind. Soon you’ll have raid groups stuck in a variety of places throughout the content – some stuck in the previous tier, some in the current tier, some in the current tier hardmodes – and some who complete it all quickly. Frustration grows and people go do other things.

The only viable solution to that problem is to change the variable difficulty of old content. Satisfy player’s motivations to see the content (which doesn’t really diminish over time, there’s a lot in this game from BC and Wrath I still want to see), help them get back on track with gearing up for the new content, and still let them achieve their goals.

Nerfing older content allows it to have more initial play value than if it remained static. If raids remained static throughout the course of an expansion, players would have to wait until an entire new level cap was introduced to see content. That’s just dumb. Players want to see things. Players want the satisfaction of accomplishment, of reaching a goal, even if it’s easier when others did it.

Raiding is all about initial play value. We should expect it to get easier all the time because it lacks replay value, not because Blizzard hates people who have already completed it.


The genesis of this post was not about PvP or raiding, but a discussion on Twitter about leveling in Cataclysm. I actually have been leveling alts between bouts of PvP, and have found it to be quite enjoyable.

But I’m struggling with questing, too. Not to do it – it’s really a lot of fun – but to do it over and over again, to parcel out the experience between characters.

Questing in any of the revamped zones makes me feel like they’re a single, extended quest line, custom made for that character. They’re laid out well, the story moves along at a nice pace, and the zone can become a defining moment for a character. Cynderblock’s story is Westfall. Ashwalker came alive to me in the Plaguelands (surprisingly.)

Once a zone defines a character, though, I don’t have any desire to do it again. They have limited replay value. Not only have I seen what there is to see, I’ve satisfied my storytelling urge with the zone and revisiting it with another character feels wrong.

This tendency to only want to play through a zone once really worries me about the 80-85 zones. I did three of them on Cynwise (Vashj’ir, Twilight Highlands, then Hyjal), got midway through Deepholm, and then stopped. Cynwulf is midway through Uldum, and I’m stalled there, too – I think his story is really more suited to Hyjal, but I can’t work up the enthusiasm to do that zone again. (And he’s level 83, so no real benefit there.)

Did questing have more replay value in Wrath? Questlines were smaller units pre-Cataclysm, so it was certainly easier to pick and choose what you did. There was less a feeling you needed to do an entire zone for the story, because there were lots of little stories you could pick and choose. Now zones are one big, epic story, which makes it more fun the first time through, but introduces problems the next time around.

So in this one respect, questing was better in Wrath. It had higher replay value, though it was less attractive initially.

I think of it like the difference between a movie (or miniseries) and an episodic television program; one presents a coherent, tightly wrapped story with character arcs that change quickly, while the other allows slower exploration of characters, with gradual arcs that meander through the seasons. They both can be exciting, they both can have great moments; but one defines characters quickly, the other more slowly. If you have a bad episode the series itself can recover; if you have a bad movie, well, the whole thing is bad.

This disparity between initial play value and replay value in questing also leads to an achievement dichotomy; what if I want to get Loremaster on Cynwise, but doing so requires her to quest in a zone someone else has completed? There’s a tension there between characters that’s hard to resolve in my head.

It’s not that one can’t go back and do the zones again; obviously, it’s possible, I’m sure that I could force myself to do Westfall with an 85. I have Fel Flame now on a mouseover macro, I can zap mobs with impunity.

No, the tension is between completing a zone on an alt in a way which defines them (therefore removing the desire to do it again) versus the desire to collect achievements on a single toon. Limited replay value of a zone implies a choice between richly characterized alts (which are fun) and an accomplished main (a different kind of fun).

Do I want to do all these quests? Or do I want to do all of them on a single character? Do I do them when they can benefit the character for leveling, reputation, and gear, or do I do them on my max-level main?

I want my cake and to eat it too – or account-wide achievements.


A few players set their own goals, … but most are focused on getting a recognised achievement. In a massive game like WoW, a lot of players rely on hardcoded suggestions to find new content.

Tim Howgego

I remember reading WoW Insider’s interview with Tim Howgego, also known as El from El’s Extreme Angling, and his very practical attitude towards achievements. Fishing has some of the hardest, most time-consuming achievements in the game, but by in large they won’t motivate people to fish. They might motivate people to fish in certain places, or for certain things, but it won’t make them like fishing. Players either enjoy fishing or they don’t, which makes the role of WoW fishing in the larger game problematic.

I really liked how Tim described achievements as “hardcoded suggestions to find new content.” It puts achievements in the proper context of guiding players to try things they might never attempt otherwise. They’re an additional reward that helps extend the replay value of an activity, little rewards for going and doing something that players might lack motivation to attempt. Perhaps it’s a title, or a mount, or even an ability that other characters don’t have. Perhaps it’s a pet, or a discount at some vendors. Perhaps it’s just achievement points! But there’s something there that encourages players to try it.

Despite how much I dislike certain achievements in PvP – you have no idea the personal anguish getting the Double Rainbow screenshot caused me, dear readers – I think they’re by and large an effective part of the game. They extend the replay value of content, they direct you to try things you might otherwise attempt, and they provide a focused goal to work towards. I have no reason to visit Serpentshrine Cavern anymore, but I’ll go fish up the Lurker Below anyways.

There have been achievements which I’ve sought which have been entirely positive experiences – getting Ambassador on Cynderblock helped me focus my efforts on questing through the Horde starting areas before Cataclysm so that I’d have gone through them at least once – even though I had no desire to level an alt through them. It’s nice to work on something and go, hey, I got this shiny thing, and even though it doesn’t make me a better player, it was fun to do.

There are other achievements which are very negative for players – School of Hard Knocks is commonly cited here, but for me it was Sinister Calling. I was sick with the flu that week, but I doggedly logged on, hour after hour, hoping that the gorram helm would show up in the treat bag, and then running SM:GY as many times as I could manage.

I was as sick as a dog, pushing myself to play a video game for a fast purple dragon.

That was probably a low point.

I deliberately left achievements out when talking about PvP and raiding because they work differently than other rewards. They are suggestions, nothing more, about what your characters can experience in game. You can choose to do them, or not, as you please. They don’t modify how your character plays in any in-game capacity – given equal spec and gear, it doesn’t matter if you have 1000 achievement points or 13,000 when it comes to PvP, raiding, or whatever. At best, achievements show player experience with that character – nothing more.

That lack of real difference is one of the reasons I have difficulty reconciling my feelings about the new zones in Cataclysm. Experiencing them at the appropriate level means the time is spent well, leveling an alt, gearing them up, enjoying the story the way it was meant to be told. But I also want to be able to do them on Cynwise, to say, hey, look, this girl and I, we’ve DONE things together. There’s no real practical value to that desire – it’s entirely social – but it’s there, nonetheless.

Achievements are highly personal affairs.


I haven’t raided in 4.1 because I find the replay value of PvP to outweigh the initial play value of raiding. I’ve also found that leveling, in general, has been more fun than raiding.

So when I sit down at night and log in, I’ll either PvP or level an alt, or maybe PvP on an alt.

As players, we make choices every time we log in about what we’re going to do. And, when Cataclysm launched, I made the choice to solely focus on PvP with my endgame character, instead of splitting my attention between PvE and PvP (like I did in Wrath), or focusing on getting ready for raids. Could the alts turn into raiding toons? Could I go raid on Cynwise? Maybe. None of this is set in stone. But I didn’t want to raid.

The easy explanation for why I felt this way is that I was burned out on raiding due to spending far, far too long farming ICC. I kept running it on Cynwise long after I should have stopped or switched to an alt, but the worth of a well-geared DPS on an alt run is actually pretty high. You have to pack a lot of the raid DPS into a few characters in order to beat the enrage timers, even on farm bosses. We spent a long, long time in that place. “Burned Out Raider Takes A Break, Film At 11” is not really news.

But that’s not really it. Plenty of people got tired of ICC, yet returned to Cataclysm raiding in force. Something drew them back in, something that didn’t draw me in.

No. I looked at the known value of raiding in Wrath – with its known highs and lows – and the perceived difficulty of raiding in Cataclysm – with the reputed difficulties of Heroics, not even talking about raids – and said, this does not sound as much fun as PvP, or even leveling. One or two hours to complete a heroic dungeon, with no guarantee of success? Weeks of wiping on the same boss? Are you kidding me?

I was willing to spend months wiping on the Lich King. There’s a sense of completion there, a huge amount of motivation there, to do it at least once. But wiping for months on a raid at the beginning of an expansion? Really? Shit, I’d rather go play some Arenas, run some battlegrounds, heck, go level an alt. I don’t get enough personal satisfaction from raiding as an activity to even make it worth the attempt.

Acknowledging the constraints on your time is important. I’ve said it before: if I had unlimited time I’m sure that I’d be able to excel in all the areas of this game. But time is limited, and we have to make choices about what we work on.

So where’s the failure, here? Is it that Blizzard failed to make something appealing to me? Is it that I’m just lazy, and that I’d rather wait to faceroll it later than spend my nights being the first to punch through?

I look at the failure of Tol Barad to capture my attention and idly wonder why I don’t play it more, but I don’t think I’m a bad person for not doing it. Raiding feels a little different. My friends, my guild, could use a solid DPS. They could use my DK or Warrior, leveled up, as tanks. They wouldn’t want me healing on my Druid (OMG, trust me), but they could use me as a Priest. There’s a direct social component to raiding that Tol Barad just hasn’t captured – I don’t feel strong loyalty to my faction, but I sure as hell do towards my guild.

My guild needing me was the reason I went Demonology in ICC – to help the guild with the best raid spellcaster buff in the game. That’s why I farmed that first wing for months – to help friends gear up, even if it was gearing up alts. I got to kill Arthas and see the place, which is what I wanted.

But it always bothered me, just a little bit, that the majority of my friends in game knew me a Demo raider, not as an Aff/Destro PvPer. The closest they came was on Faction Champs, which is very much not a PvP fight, no matter how superficially it resembles one. I was the purple fuzzy demon pulling aggro instead of the dot-slinger with the Felpup, and I was okay with that, because we were raiding on our own terms.

Things are different in Cataclysm. The guild system now encourages guilds to try PvP, so that’s what I’m doing. Instead of raiding I’m helping to get my guildmates involved in Arenas and Rated Battlegrounds. Instead of farming bosses I’m running battlegrounds with folks. I’m not worried about my rating or my comp, I just like to PvP. There are more things for a guild to do than just level and raid, and I’m enjoying contributing to the guild in those things.

Raids? I can see those later. I can satisfy my curiosity some other time about all the fights. I’m sure I’ll get a PvE gearset together at some point and go run with the rest of the raiders.

Battlegrounds and Arenas are fun every time I queue for them. They are as enjoyable at level 10 as they are at level 85, and every time I queue up I get a different challenge handed to me.

(Sometimes, I get my ass handed to me, too. It’s still fun!)

Replay value matters.


Filed under Cynwise's Battlefield Manual

Embracing Simplicity: The 5×2 Project, Keybinds, And You

I have a problem with my Druid.

Whenever I log in to her, I’m overwhelmed by the options presented to me. What am I supposed to use to do things? Why do I have so many heals, so many melee attacks, so many different interesting things to cast? And shapeshifting? I have to remember to shapeshift, where are those buttons? Honest to goodness panic sets in as I try to figure out what it is I’m supposed to use.

After about 15 minutes of flailing away at something, anything, I’ll switch to a different character, and I inevitably wonder – how on earth did I ever get this character to level 70? I’ve been a bear, I’ve been a cat, I’ve been a tree – but if you ask me how to play a Druid, I couldn’t tell you what works and what doesn’t. Mangle spam, maybe? Swipe and Maul? Rejuv and Lifebloom?

It’s not that a Druid is more complicated than other classes I play well – Warlock and Warrior, if you’re keeping track at home – it’s that there are too many options, too many things to take in if you only play it very occasionally, and that I haven’t figured out how to organize abilities in a way that makes sense to me. Look at that Druid UI and the keybinds – can you even guess what spec she is?

(Please don’t hurt me if I tell you she’s in her Resto spec.)

I was thinking a lot about my Druid when I read Ghostcrawler’s recent post, Number of Abilities, where he talks about how developers consider abilities and their place in a spec, and balancing abilities to keep play interesting without being overwhelming. There was a bit at the very end that resonated with many of the problems I’ve had with old alts in Cataclysm, where they feel unfamiliar and strange.

So when do we cross over from having “enough” cool abilities to “too many” cool abilities? The depth that comes from lots and lots of content can feel cool to a veteran player, but even for them, the intended role and nuance of every ability can become blurred. For the new or returning player, it just becomes incomprehensible.

I look at the action bars of many of my alts, and I see all these shiny buttons which are useful and I should have ready to press because buttons make me kick ass – and then I wonder why I can’t find the right ability to be effective. Druid, Death Knight, Rogue, Priest: they have bars full of abilities that I probably don’t need to use to be competent on the character.

In fact, I’d argue that having cluttered bars is a sign that I’m not really competent with the character – certainly that I’m not organized with them.


I was really intrigued by an idea that Mat McCurley (@gomatgo) tossed out on Twitter:

The idea is a great one, and related to Ghostcrawler’s post. How can you cut away all the unnecessary spells so a disabled player can play, in a variety of situations? If you have only 11 buttons, how would you set them up? What would be critical to include for combat, what can you leave out?

While Mat’s project is geared towards disabled gamers, this shares a common theme with most accessibility initiatives in that this has a lot of value for everyone, disabled or not. What do you absolutely need to play? What are your rotational abilities, what are your situational abilities, and what are the top 11? What would you have ready and available to click, but not necessarily keybound?

Poneria at Fel Concentration has been brainstorming about the 5×2 project for warlocks, and has some great suggestions in there about distinguishing between group and solo play (and using macros to save space.) I took a different approach in my own attempt, trying to minimize the use of macros and provide a set of keybinds that would be consistent across different specs, to minimize muscle memory problems when switching:

For reference, entries marked with an asterisk (*) are castsequence macros, either set to reset before the first spell comes off CD (like Haunt/Drain Life), simple quick reset castsequence macros (like Bane of Doom/Curse of the Elements, both with long durations) or a pet ability macro. Click Attention are things you should keep handy for clicking, but don’t need keybound.

(Here’s the Excel file of the above graphic if you want to use it as a template.)

Assembling a list like this is an intensely personal exercise, and one that really makes you think about how your class operates. It also makes you think about what’s really necessary – is Soul Swap really needed, or is it for convenience? If you’re raiding all the time, can you afford to have Demon Soul off your keybinds? If so, what do you drop? Do you actually need your AoE keybound, or can you skip it?

Then there’s the question of arrangement: what is a primary keypress, and what uses a modifier? All of these are important, but some are more important than others. I chose to put rotational abilities in the primary row, with situational abilities like CC and executes in the modifier row, but perhaps you would want to move your interrupt into a primary spot.

There’s also the question of cross-spec consistency: should you design your keybinds so that similar keys trigger similar abilities? I did, but that’s because I think it’s important to keep your muscle memory consistent between specs. There’s a method to my madness:

  • 1 is your most important DoT, which should be up all the time.
  • 2 is your filler spell, or a secondary DoT.
  • 3 is Corruption, which every spec needs right now.
  • 4 is your spec’s special ability, which is on a cooldown.
  • 5 is your non-execute nuke, used for procs and keeping up buffs.
  • Mod-1 is your CC, Fear.
  • Mod-2 is your default boss Bane and Curse.
  • Mod-3 is your AoE.
  • Mod-4 is inconsistent, being either an execute or short range attack.
  • Mod-5 is inconsistent, being either add management or execute nuke.
  • Middle mouse button is mana regeneration.

What I like about the 5×2 Project is that it forces you to embrace constraints and really think about what your class abilities are, and how you use them. It provides a framework for analyzing your own actions, cutting away the cruft, and simplifying your setup to the necessities. You have to make hard choices about what to keep and what to take away. You have to work with macros to cast the right spell in the right situation. You cannot include everything.

The 5×2 Project simplifies keybinds for every kind of player, not just disabled ones. Players new to the class can look at it and know what the important abilities are. Returning players can see the changes and see how new abilities fit in. Players who are dabbling in a class outside of their main – let’s not call them altoholics, they might just have an “alt problem” – can see what they need to prioritize.

I don’t think that you need to play in a 5×2 (+1) setup in order to take something away from it. Thinking about your class abilities in this structured fashion is challenging, and the exercise of getting your character down to 10 primary buttons will make you think about what you really need, versus what you might need occasionally, versus the abilities you don’t need at all.

And that’s a very good thing.


I’m leveling a Warrior right now, a by-product of the fun I had questing on Cynderblock getting her the Ambassador title, and I’m really enjoying it. I started off as Arms, but switched over to Prot to tank an instance at level 25 and haven’t switched back yet. Turns out I enjoy smashing my shield into the faces of my enemies, and madly charging around the Plaguelands, pulling more mobs, more, more, MORE MOBS!

I know how to play a Warrior well at level 19, but as I leveled up, the new abilities and talents started making me feel like … like I was starting to not really understand the class. By the mid-40s the feeling crystalized when I looked at my action bars and and realized that while I could continue doing all the things I did at 19 – Rend, TC, Shield Slam/Heroic Strike – I had accumulated a toolbox of tools I didn’t know how to effectively use. Should I use Overpower? It lights up a lot, maybe I should use it. Hamstring, old friend, glad to have you back again, but how do I use you and Disarm together?

And this was just my primary spec – I hadn’t even considered how to set up my offspec, Arms!

I’ve been working on a pet theory about the loss of the no-XP battlegrounds over the past few months. I’m starting to think that being able to take breaks between leveling, while still remaining active in normal PvP, was a very good teaching tool, and that the addition of XP gains to PvP has had an unintended detrimental effect on learning one’s class as you go. Every 10 levels you could, if you chose, stop to PvP for a bit, absorb the new abilities you’d gained, tweak your spec, figure out how things worked – and then move on once you’d had your fill.

Leveling is really fast now, especially with guild perks and heirlooms, so there’s not as much time to absorb the new information. You have a lot of levels to get through, after all! But the lack of a battleground pause button meant that as you practiced to try to really master what you’ve learned, you’re already moving on to the next thing.

That theory is a post all its own.

Anyhow, in response to this, I did what any sensible PvPer would do – I locked my XP at 49 and prepared to spend some time at that level. Not with the goal of making a twink – no, this goal was to get a handle on my growing Protection Warrior, to make sure I really understood how her abilities worked before adding more.

After locking my XP, the first thing I did was sit down and try to simplify her keybinds into something that made more sense than the organic mess which had sprung up.

I went from this, at level 45:

… which is not bad, just disorganized, to this:

The changes are subtle but deep. I went from using non-macroed abilities on paged action bars, and trying to keep track of exactly what would happen in what stance, to conditional macros that grouped similar abilities together.

Here’s a detail of the key area:

(See the spreadsheet for more details.)

You can see the influence of the 5×2 Project already starting to show. There are 10 keys in the primary zone, many of which use context-specific macros to select abilities according to the current stance. For quick kills I’ll only use 1-4, Q-E. Larger pulls will switch to using the Naga 1 and 2 keys to spam Revenge and Cleave once Blood and Thunder has done its work.

One of the big changes I made was consolidating abilities that did similar things in mutually exclusive stances in stance macros. Instead of having Disarm and Hamstring taking up two spaces, I went for:

/use [stance:1/3]Hamstring;[stance:2]Disarm;

This will put Hamstring up when in Battle or Berserker, and Disarm in Defensive.

Similarly, Execute and Revenge are mutually exclusive in stances. Even though they aren’t exactly the same idea, they’re both rotational abilities, so they get a macro and shared button, too:

/use [stance:1/3] Execute; [stance:2] Revenge;

Because Revenge and Execute both hit like trucks filled with explosives driven by angry bears when they’re available, I have them bound to both my keyboard and my mouse keypad, and I spam them gleefully when they light up.

There are some places I opted for a simple modifier of an ability, like having Heroic Strike bound to W and Cleave bound to Shift-W. Both of these are Rage dumps, but one is single target and one hits several. Pretty easy.

Some abilities require a change of stance to use: Charge (early on) and Taunt both require some stance dancing to use. For Taunt I knew I’d need to get into Defensive Stance first, so the macro looks like this:

#showtooltip Taunt
/use [stance:1/3] Defensive Stance; [stance:2] Taunt

That’s a simple version of the ones used above. My mouseover Taunt macro (bound to my mouse) is from the web, and therefore a lot more complicated:

#showtooltip Taunt
/cast [nostance:2] Defensive Stance; [stance:2, target=mouseover, exists, harm][stance:2, nodead, harm][stance:2, target=targettarget, nodead, harm][stance:2] Taunt

Basically, if you mouse over a hostile mob, you’ll taunt them, mouse over a friendly mob, taunt the mob targeting them, or taunt your target. Lots of taunting going on there.

I should probably use this macro and not the other one, come to think of it.

See, that right there is the part that gets glossed over when talking about macros and keybinds and setups – that this is an iterative process, something that happens over time. I make a few changes, queue up for a LFD run, try them out, then make changes. Or go run some quests in a level-appropriate zone and see how the keys work there. I’d like to include PvP in this, because I think battlegrounds are actually the best way to really understand your situational abilities, but the XP-locked queues have yet to pop for me at level 49.

This will be a process I’ll continue for a while: tweaking, refining, and adjusting both my keybinds and UI to make sure that I really understand what’s going on. I’m sure that if I respec over to Fury and Arms, just to see how they play, I’ll have an entirely new set of questions, but I’ll have a good understanding of those specs before moving on, too.

And the best part is that after all this, I’ll unlock my experience and hit the battlegrounds with a clue of what I’m doing!


In contrast to my Warrior, where I feel like I know what I’m doing (at least with one spec), my Druid continues to stymie me. Perhaps it’s because Druids are so flexible, able to fill any role, that I sort of drift along with her and never commit fully to an idea. I’ll level as a bear tank for a few levels, get bored or frustrated with it, set her aside for a few months, then decide to go heals, only to discover that I still don’t know how the heals work together.

Some of my incompetence with the Druid is because of inconsistent leveling. If you stick with one spec from 1-80, you learn that spec inside and out, you have the time to absorb it. But spending a few levels as a tank, then a few as a healer, then a few as a melee DPS – that’s not the way to make your knowledge gel. It doesn’t even come close to educating me on the right way to play in different environments, like questing, dungeons, and PvP.

I am the easiest HK ever in the battlegrounds on my Druid. It’s hugely frustrating to know what a class is capable of – I see you awesome shapeshifters out there! – and not be able to replicate even a little tiny bit of that excellence.

More than any other character I have, she’s the one that I most desperately need a 5×2 sheet for. She’s the one I need help with.

She’s the one I need your help with.

I think, and this is open for debate, but I think what I want to do is skip Northrend questing entirely and just do instances and PvP to level up. This likely means staying Resto, but I’m willing to start all over. If you think I should go Boomkin or Feral, make your case!

But what I really need is a good 5×2 grid. Yes, I know I should use VuhDo, but I need to know what to click there. I need to know what my top abilities are. I have a feeling that seeing what an experienced Druid player would do with 10 buttons is exactly what I need to finally find my groove with this character. I think I should use form macros, because paging action bars drive me nuts, but I’m not sure what I should prioritize. Should I have heals up top with mouseover macros? Should I put CC in the primary row and only heal through Vuhdo? Should I skip healing and just level Boomkin?

I don’t know, and I could use your help in figuring this all out.

Her name is Snowfalls, and I just don’t want to level her with Herbalism all the way to 85.

She deserves better than that.


I think you need to do the 5×2 exercise. The act of taking a few minutes to think about what your abilities are, what you would keep and what you would trim away, is immensely valuable. You don’t need to do it for every possible spec your character could be, but you should do it for the ones you play. Just set up a 5×2+1 grid and plug in your spells – once you do that, you’ll start making decisions about what to keep and what to get rid of. It’s an amazing thing to try.

Keep in mind that the value of this exercise comes not from trying to play in the 5×2 grid, though you can certainly do it.  (I’m not advocating that, though it would make for a really interesting challenge.)

No, the value comes in looking at your abilities with a critical eye, and of concentrating your most important spells into a confined space. You’ll definitely use more than ten buttons – but you’ll know which ten buttons are the absolute most important to you.

And I think you should share what you come up with, too. Let @gomatgo know over on Twitter what your grid looks like. If you have a post, leave a link for Poneria at Fel Conecntration, as she’s started collecting pages on this project. Share it with your guild mates, on the forums.

There’s no correct answer for this challenge – people will surprise you with what they come up with. PvP and PvE will color people’s designs, as will their comfort with certain addons, hardware, and macros.

But I really, really want to see what you come up with.


Filed under Cynwise's Battlefield Manual