Tuesday, December 11, 2012

20121211, mardi

It's almost the supposed Mayan Apocalypse!  Oi.

A. While skimming (they are long)
  1. http://us.battle.net/wow/en/forum/topic/7349425617 
  2. http://us.battle.net/wow/en/forum/topic/7004016082?page=1 
  3. http://wow.joystiq.com/tag/cross-realm-zones/
the contrarian in me got interested.  I saw a huge number of comments, with a small number of ideas; that is, the usual mix.

B. Some of the more often repeated refrains on how to get subscribers to return:
  1. Make more races.  Alternately, remove some of the existing races.
  2. More specs per class, usually 4 per class was advocated, like the 4 in druid.
  3. Add another faction, as in Alliance vs Horde vs x.  Perhaps x is neutral, perhaps not.  Sounds like the pandas.
  4. Keep CRZ.  Drop CRZ.  Improve CRZ.   (Cross Realm Zones)
  5. Model upgrades (vanilla races look 'old' or 'ugly' compared to say, goblins).
  6. Model configuration extension on character creation: taller/shorter, beefier/thinner, more hair styles and colours, body art, various ages, and so on.
  7. Spend some real gold on in game icon art, which often looks dated and inappropriate.
  8. Make all classes available to all races.  Or, cut down on the number of classes particular races can use.
  9. Write tank specs for all classes.  Alternately, don't do this, ever.
  10. We have farms in Mists?  So let's have player housing, guild bases, permanent flying fortresses.
C. Yikes.  In reply to the piles of suggestions I saw, I'd go for (in order)
  1. removing some races, notably pandas, goblins, and worgen.  Add the Mogu as a playable race.
  2. reducing the specs per class.  Druid tanks?  Absurd; one swipe of an axe and a flesh bear is dead.  Shadow priests?  Contradiction. Throw out the specs that are just too ridiculous.  Of course, beauty is in the eye of the beholder.
  3. having a believable neutral faction?  I like this idea.  Perhaps the Mogu will have a resurgence, reclaim Pandaria, and expel the interlopers (Horde and Alliance) from Pandaria.  That would be one expansion.  A second expansion would be the Mogu invasion and conquest of Kalimdor, where Orgrimmar and Thunder Bluff are crushed and burned to the ground, along with all Alliance settlements and bases.
  4. CRZ just degrades rendering and frame rates.
  5. I like this idea.
  6. I like this idea.
  7. I like this idea.
  8. No, a thousand times, no.   Gnomes, dwarves, goblins, and pandas should never be death knights.  Pandas should never be rogues, warriors, paladins, shaman, warlocks, mages, priests, druids, or shaman.  They look either too stupid (males) or too cutesy (females).  Lots of races should not be shaman or druids.
  9. Tanks should be protection warriors or protection paladins.  I'd say delete tank specs for other classes.
  10. Blizzard wrote other games, notably StarCraft and Warcraft.  These involve building lots of structures and using those to further your game play.  In StarCraft, the aim of your opponent is to destroy all your structures.  In Warcraft (users have told me repeatedly), one spends much effort in building structures for enjoyment and wealth, only to have them destroyed for the fun of marauders.----So, Blizzard came up with World of Warcraft to get away from those models.  Since Blizz introduced phasing, I guess they think they can go back to structural crafting without the complaints that marauders bring to the surface.
  11. Yes, sure, right.  The inevitable call will come (many thousands of times)...'we must be able to destroy the Alliance barracks in Theramore' or 'we of guild x demand the right to raid and burn and utterly destroy the guild base of guild y.'
D. More comments...about dumbing down WoW and driving away subscribers.
  1. The severely reduced talent trees offer fewer choices; many of these choices are useless.
  2. Gutting of other configuration.  For instance, hunters no longer use mana; the focus model is very limiting.  There is no way that I know of to extend or modify it.  Mana-using classes have the size of their mana pools decided by the game, not by choices of armour and enchantments.
  3. The character slot for relics, wands, bows, and thrown items has been removed.  I liked all of those, and feel the opposite about Blizzard for yet another 'I think you are stupid' design decision.  The loss of ranged attack versatility hurts.
  4. The class/spec successful spell combinations have often been reduced to perhaps 4 to 6 spells.  Fire mage comes to mind, as does certain parts of Mistweaver monks.
  5. I have benefited personally from the dumbing down of spell combinations.  Some of my alts in either Antonidas or in Uldum have not been used regularly for a while.  When I come back to these alts, I see the Simon-says aspect, and say to myself, 'ok, just use these 5 spells in this rotation and I can do dungeons in PuGs.'   There is no need to master the character.  But then again, there is less character to master (all races, all specs, all talent trees).
  6. For me, that has been truly helpful, since I can revive old alts and look successful in execution.  But lets face it: I might as well be playing Guild Wars 2, which limits you to 10 spells equipped.  Period.  GW2 is free of subscription costs.
  7. The noxxic website is now (my opinion) authoritative for any class and any spec.  Noxxic gives one a clear map on how to choose armour for any character.  This has been enabled by the lobotomized talent tree, and the corresponding simplification of internal character mechanics.  For instance, hunters used to be able to benefit demonstrably from increments in strength, agility, intellect, and stamina.  Intellect has been removed.  Since the ranged slot has gone, the need for close-in strength is gone.
  8. This makes armour choices very clear cut, and re-forging 'guidelines' are all very precise.  Follow them, and the short spell rotations, and you will do well.  Otherwise, not.
  9. That is, don't think about it, follow the reduced rule set, and you will succeed.
  10. Again, I have benefited from this.  Since I have too many characters, I need short cuts, and Mists has provided this in abundance.
  11. Currently, I'm having fun with it, but I no longer see the distinction that put WoW well above other games.  That has been surgically removed.
  12. If I hear a solid rumour that the Mogu will conquer Azeroth, perhaps I'll change my assessment.

Tuesday, December 4, 2012

20121204, mardi, Antonidas realm

I've been ignoring my Antonidas characters all too much.  Here's a snapshot of some of the higher level characters.

Name Lvl Class Tree Role GearSc Av_iLvl Prof1/lvl Prof2/lvl
Chronosten 86 DK Frost DPS 10,861 390 Inscription/581 Herbalism/561
Chronosnine 85 Mage Fire DPS 10,119 364 Enchantment/440 Tailoring/412
Chronosone 85 Warrior Arms DPS 9695 349 Blacksmithing/525 Mining/525
Plutozero 83 Hunter Marksman DPS 6333 292 Leatherworking/478 Skinning/533
Kronosnine 64 Warlock Affliction DPS 1073 84 Alchemy/281 Herbalism/331


For many of my Antonidas characters, this is the first time through the Darkmoon Faire to get XP and essentially free professional +5 advancements.

It's also a golden time for mid to lower 80's characters to jump in average iLevel.  I took the arms warrior from 312 to 349 in about 20 minutes using the auction house.  Those armour changes took the warrior's GearScore from 8000 flat to 9695.  Jumps like 316 to 390 are relatively cheap; some were as low as 12 gold.

Working with a guild in the Uldum realm has shown me much about evaluating armour for particular choices of class/specialisation.  The MoP material made much of this possible for me, since a lot of the cheap armour is made by crafters who are taking their professions to level 600.

Playing in Antonidas offers some strong bad shocks.  When my Uldum characters need something, they often look in the guild bank instead of the auction house.  If that fails, they can ask a guild sibling to make the item in exchange for materials.  In Antonidas, I feel the lack of level 600 enchanters acutely in my set of 10 characters.  There's no guild bank; going on dungeon runs for gear is always with PuGs; there are no guild perks.

Monday, December 3, 2012

20121203, lundi

A. Since my last post,
  1. The Mistweaver monk's average iLevel rose from 456 to 461.
  2. The Mistweaver finished a raid as healer, 4th in total healing of 6 healers.
  3. The Warlock reached level 89
  4. Level 90 Dungeon Crusaders Egal, Githeiah, Chronospanda, Azeld, and Flynt got some achievements in WotLK 25-man raids, then we hit a snag.
B.  Regarding the healing of the 36 million HP dragon in the WorLK raid (the dragon needs a net heal of +18 million while being actively damaged),

1. Found this discussion of single target healing (not my usual effort, which is AoE) of value:

    http://www.noxxic.com/wow/pve/monk/mistweaver/heal-rotation-and-cooldowns

I'll be using chi more regularly as well as mana, and the healing spell rotation is different.  Noxxic's toplevel recommendations are:
  • Healing Sphere Pre-place if at all possible so your target can self heal later.----of course, the dragon does not move, lol
  • Soothing Mist Maintain at all times on your healing target. Builds Chi.
  • Enveloping Mist Use to heal low to moderate damage. Costs Chi.
  • Surging Mist Use to heal high amounts of damage. Builds Chi.
For AoE, I use Renewing Mist, with Enveloping Mist and Surging Mist for minor+ emergencies, so this is a change.  I'll be casting

      Expel Harm-builds Chi
      Chi Brew---refills Chi.

a lot more.

2. Toward the end, they recommend changing glyphs to  use

    http://www.wowhead.com/item=85692 [Glyph of Mana Tea]

I can make this glyph with inscription and apply it.  This should increase the effectiveness of Mana Tea in this situation.

3. According to the link Egal sent regarding 5.1 hot fixes this coming Tuesday, the total damage absorption done by

    http://www.wowhead.com/spell=116849 [Life Cocoon]

will be increased by 100%.  In my healer's current configuration, the absorption is 130,345 HP. 
This spell has a 2-minute cooldown, so I could cast it 3 times on the dragon during our 7 minutes. 
It only lasts 12 seconds, but buffs other healing spells by 50%, as well as doing the damage absorption.

4. I'll need to measure whether the buffs in the spirit world actually update combat mana regeneration for the better.  My feeling on the matter after 3 wipeouts was that it made things considerably worse, but I need to do some measurements.

5. I got quite a number of stuns/sleeps/paralysis/whateveritis during this encounter
    ....no healing done
    ....always take damage
    ....mana regen seems to stop altogether.

I have no suggestions on how to avoid those.  I get them despite listening to GTFO and kiting when I think it will help.

6. Might help to have another level 80+ player there to do keep the enemies off the healer and the dragon.

Wednesday, November 28, 2012

20121128, mercredi

A. Lead character summary:
Name Lvl Class Tree Role GearSc Av_iLvl Prof1/lvl Prof2/lvl
Chronospanda 90 Monk Mistweaver Healer 13,625 456 Inscription/600 Herbalism/600
Chronoslycan 90 DK Unholy DPS 12,911 441 Inscription/600 Herbalism/600
Chronoslock 88 Warlock Affliction DPS 12,086 421 Engineering/600 Mining/600
Kronospriest 88 Priest Shadow DPS 11,974 415 Leather/600 Skinning/600
Chronosdruid 86 Druid Balance DPS 10,979 390 Enchanting/600 Tailoring/580
Chronosmage 85 Mage Fire DPS 10,376 373 Leather/411 Skinning/468



B. So, I have the production professions Inscription, Engineering, Leatherworking, and Enchanting covered at level 600.  At level 90, these characters will have more work to do acquiring extra recipes for high level items that have reputation requirements and the like.

My Tailoring has not quite reached 600, but Azeld and Egal have that covered.  For Inscription and Enchanting, there are other guild toons at 600, and Leatherworking has another guild toon close to 600.

I have the gathering professions (Mining, Skinning, Herbalism) covered, as do several other characters in the guild.

In order to get to the best recipes for Engineering, Leatherworking, and Enchanting, I'll need to bring the warlock, the priest, and the druid to level 90.   Perhaps this is not as relevant for Enchanting, and Azeld has that one covered in any case.

C. My lead character is now the Mistweaver healer, which I brought up from scratch after MoP came out in late September.  I made the character so that we would have an in-house, toplevel healer for the guild.

The 5.1 patch has introduced both nerfs and buffs on Mistweavers, and we've yet to see how that pans out in heroic dungeons.  If the nerfs prove to be dominant, I may equip Kronospriest to use the Holy second Tree.  There will be a learning curve of course.

D. Other characters I'm developing
  1. Kronosnetank---Night Elf, level 25, monk, Brewmaster, Mining (for toughness).
  2. Chronosmonk---Human, level 52, monk, Windwalker.
I'm using both questing and dungeons to level up these characters.
The Windwalker only has the Tiger stance, so I'm running it only as DPS.
The Brewmaster (tank) is still somewhat lacking in tanking spells, and I've run him as DPS (Tiger stance), while questing using tank spells (Ox stance).

E. Lead characters, level 90.
  1. Tank---Flynt; second, Tungar.
  2. DPS---Egal, Githeiah, Ricket, alternates Azeld, Chronoslycan.
  3. Heals---Chronospanda.
F. Characters 85 to 89.
  1. Heals--Miress (86), Hertha (86), Jespi (86)
  2. DPS--Kronospriest (88), Chronoslock (88), Mcmaniac (86), Chronosdruid (86), Bigblueone (85), Zesto (85), Chronosmage (85), 
  3. Tank--hm....?Mcmaniac (86), ?Dazled (84)

Thursday, November 22, 2012

20121122, jeudi

Happy Thanksgiving.

A. Regarding the upcoming 5.1.x patch, Egal sent me some of the rumoured changes to come for  monks in general:
  • Monk
    • Spear Hand Strike now costs 10 energy (was 30).
    • All healing spells which cost mana have had their mana cost increased by 10%.
    • The energy costs of Legacy of the Emperor, and Legacy of the White Tiger have been reduced to 20, down from 50.
    • The energy cost of Healing Sphere has been reduced to 40, down from 60.
    • The Tiger Power provided by Tiger Palm now reduces target armor by 30% with a single application and no longer stacks.
    • Stance of the Fierce Tiger now increases the Monk's movement speed by 10% in addition to its other effects. This movement speed increase stacks with other effects.
    • The healing provided by the Healing Sphere base spell has been increased by 20%.
    • The chance to generate 1 Chi while channeling Soothing Mist and Crackling Jade Lightning has increased to 35%, up from 25%.
    • The Power Strikes talent now grants the Power Strikes effect every 22 20 seconds, which causes the Monk's next attack to generate 1 additional Chi.
    • The Healing Elixirs talent now grants the Healing Elixirs effect every 18 seconds, which causes the next Brew or Tea consumed to heal the Monk for 10% of maximum health.
    • Mistweaver
      • Enveloping Mist is now available at level 16, down from level 34.
      • The healing provided by Chi Burst and Chi Wave has been reduced by 25%.
      • You now have a chance equal to your crit chance to generate double the amount of Mana Tea charges.
      • Renewing Mists now travels to 2 additional targets (was 3 targets).
      • The mana cost of Soothing Mists has been reduced by 33%.
      • Haste for Mistweavers is now 50% more effective through Stance of the Wise Serpent.
      • The healing provided when detonating Zen Sphere has been reduced by 25%
Changes about monks that refer to Energy are about Windwalkers (dps) or Brewmasters (tanks), not Mistweavers (heals) who use mana.   At level 30, Mistweavers choose one (not two, not three) among {Chi Wave, Zen Sphere, Chi Burst}.   I chose Chi Wave, so I don't have Zen Sphere or Chi Burst.  At level 75, I chose Diffuse Magic, not {Dampen Harm, Healing Elixirs}.

B.   Point by point, for the changes that would affect my character,
  1. "All healing spells which cost mana have had their mana cost increased by 10%."  That's a nerf.
  2. "The chance to generate 1 Chi while channeling Soothing Mist and Crackling Jade Lightning has increased to 35%, up from 25%."  Some spells require chi rather than mana, so that's a buff.  For each 4 chi generated, 1 Mana Tea is produced, so there is collateral good.
  3. "The healing provided by Chi Burst and Chi Wave has been reduced by 25%."  OK, that's a nerf.  Chi Wave is one of my top performing healing (and damage) spells.
  4. "You now have a chance equal to your crit chance to generate double the amount of Mana Tea charges."  That's a buff.  More mana tea means fewer tight mana situations. 
  5. "Renewing Mists now travels to 2 additional targets (was 3 targets)."  If Renewing Mists currently hits 3 targets (sounds about right), then adding 2 more means that Renewing Mists (a Heal over Time spell) will cast on entire 5-toon dungeon teams.  This seems like a big buff, but if they also weakened its effect per toon, it might be a break even.
  6. "The mana cost of Soothing Mists has been reduced by 33%." Soothing Mist is the central spell.  Reducing its mana cost by a third is a huge buff.
  7. "Haste for Mistweavers is now 50% more effective through Stance of the Wise Serpent." I use only Stance of the Wise Serpent when I'm Heals.  Haste is the second most important stat according to Noxxic.  So this is a buff.
So there was two nerfs, and five buffs.  We'll see how it actually works out.  I see from this that I am not the only one having mana shortage problems with Mistweaver monk.


C. An un-trumpeted nerf on Mistweavers was on the fall back spell Revival.  As I remember using it in dungeons, Revival topped off (made 100%) each team member's health, and dispelled magic, poison, and disease effects, all in one shot, instantly.   Its 3 minute cooldown made it a spell I had to use carefully.

In the last week or so, I noticed that it no longer did the job, and indeed, the text of the spell changed.  It now heals all members for 108,599 HP in my current armour.  The dispels and cooldown are the some.

This is a huge difference.  For most of my team mates, 108k HP is less than one third of their total health, whereas it used to restore 95% in extreme cases.  The ace in the hole spell is gone.

D. I'm debating starting to use the monk spell 'Zen Meditation'.  Here's the text:

Channeled, 3 min cooldown
Reduces all damage taken by 90%
and redirects to you up to 5 harmful
spells against party and raid
members within 30 yards.  Lasts 8 seconds.

Being the victim of a melee attack
will break your mediation,
cancelling the effect.

I remember during the Seige of Niuzao Temple (Heroic) dungeon, Flynt in particular and almost everybody got affected by very damaging spells that prevented casting or executing melee.  This would include at least long stuns, silencing, putting to sleep, and the like.

This looks like a good trade-off.  If team members determine that they would greatly benefit from this, then I could (1) stop healing and (2) use Zen Meditation to take away the mind-stunning (or whatever) spells.


   

Friday, November 16, 2012

20121116, vendredi

A. I've started the Klaxxi and Golden Lotus dailies on my Mistweaver, and figured that while I was at it, I'd take the unholy DK along as well.
  1. The growth rate in Valor points using the dailies is a bit too slow for armour acquistions, so I hope to get some heroic dungeon runs in with other guild members for both characters.
  2. The Mistweaver's average iLevel is 446, the DK's is 441.  They have a long way to go. 
B. Crafting, my characters.
  1. Chronoslycan and Chronospanda are both 600/600 in Herbalism/Inscription.  The lycan has a few more recipes.
  2. Chronosdruid is 579/600 in Tailoring/Enchanting.
  3. Kronospriest is 585/560 in Skinning/Leatherworking.
  4. Chronoslock is 600/595 in Mining/Engineering.
I have five other characters in the guild, but none of them are authorities.

C. Crafting, authorities.  That is, if you need something built for you, and you can supply the materials, contact these characters (after checking their recipe set in the Guild UI first!):
  1. Alchemy--Githeiah; second, Ricket.
  2. Blacksmithing--Bakrad; followed by McManiac, Flynt.
  3. Enchanting--Azeld or Chronosdruid.
  4. Engineering--Chronoslock.
  5. Inscription--Chronoslycan, Chronospanda.
  6. Jewelcrafting--Tungar.
  7. Leatherworking--Kronospriest.
  8. Tailoring--Egal or Azeld.
I'll be bringing along my crafting characters (priest, druid, warlock) in MoP in order to perfect their professional standings.

D. Guild Bank.
  1. So, I'm the bank officer.
  2. I've re-aligned the fourth tab so that it contains a lot of current glyphs, as supplied by the toplevel scribes.
  3. Sixth tab--is mostly populated with products of Jewelcrafting, as supplied by the authority, Tungar.  I've added a couple of items (cogwheels, analogous to jewels) from Engineering, and shoulder buffs from Inscription.
  4. Seventh tab--is mostly populated with products of Enchanting, as supplied by the authorities, Chronosdruid and Azeld.  We've dropped a few other buffs in this tab, a few from Tailoring, and a few from Leatherworking.  This needs re-populating in my view, but I've found that to be expensive.
  5. Other tabs....IOU.  Some of those need cleaning up.
  6. If you don't see something in the guild bank, contact the appropriate authority as described above.
  7. More to come later on this.

Wednesday, November 14, 2012

20121113, mardi

A. Since my last comment, my healing character

      http://us.battle.net/wow/en/character/uldum/Chronospanda/advanced

has been through 71 dungeons, all as heals.  Altogether, the misteaver has done 145 dungeons, 142 as heals.  For a nice summary of spells, monk in general and mistweaver in particular, see

     http://www.wowpedia.org/Monk_abilities

B. My character Chronospanda reached level 90 early today.  Here's a snapshot:
  1. GearScore....13,052
  2. Average iLevel, 442
  3. Spell Power, 14,337
  4. Mana Regeneration, rest, 11,731 per 5 seconds
  5. Mana Combat Regeneration, 8,865 per 5 seconds
  6. Melee attack power, 28,673
  7. Bubbles, worth 24,085 healing when walked through
C. Pluses:
  1. The mistweaver is a surprisingly good solo quest character.
  2. Touch of Death, Spinning Crane Kick, Jab, Blackout Kick, Crackling Jade Lightning, and Spear Hand Strike are some of my favourites.
  3. Mistweavers add healing spells and abilities in the later (post 67) levels:
           Mastery---added mastery makes generated healing spheres more effective
           Summon Jade Serpent Statue
                        ---the statue executes Soothing Mist while the healer does
                        ---this can help heal the healer or dps members while the healer heals the tank
                        ---lasts 15 minutes (enough for almost all fights)
                        ---hits friendly targets within 40 yards of it.
           Revival---instantly brings all party members to full health;
                       ---cures all members of poison, magic, and bleed effects
                       ---has a 3 minute cooldown (ouch)
           Zen Meditation
                       ---have not tried this yet; could prove a last ditch way to save the party
           Rushing Jade Wind
                       ---talent based skill; delivers damage and buffs both sides of Spinning Crane Kick.

D. Minuses, problems to be ironed out:
  1. Running out of mana.  I'll choose armour with more Spirit as it shows up.  When I am completely out of mana, I can cast almost no healing spells.
  2. Channeling---is an essential part of Mistweaver practice.  When enemy bosses use rotating ray damage spells (see Jade Serpent or Stormstout Brewery), the healer has to interrupt channeling Soothing Mist or else take damage that can be significant.  When Soothing Mist is stopped, the Jade Statue stops channeling, and instant spells become long cast.
  3. Long cast spells---Enveloping Mist and Surging Mist are instant if Soothing Mist is being channeled.  See above.  If Soothing Mist is interrupted, these spells have 2 second and 1.5 second long casts.  These cast times are really annoying in the heat of a fight.
E. Comments on healing processes.
  1. I try to remember in each dungeon run to cast 'Legacy of the Emperor' to buff all party members.
  2. Priorities.
  3. ---I try first to keep the designated tank alive and in good health.
  4. ---I try to keep all dps members alive.
  5. ---I try to keep my healer alive.  The other 4 can usually finish a fight and resurrect me if they get most of the way through an intense fight
  6. Spell sequencing.
  7. ---For long fights, I cast Summon Jade Serpent Statue to keep healing flowing to more than just the tank.  (The statue heals the tank if only the tank is receiving damage.)
  8. ---I cast Chi Wave (my talent choice) at the start of each healing session; this spell gives some healing to all my allies, and some damage to nearby enemies.  Chi Wave usually accounts for 90% of damage that I deal.
  9. ---I cast Renewing Mist on the tank.  This gives healing over time.
  10. ---I channel Soothing Mist on the tank.  This invokes the Jade Serpent Statue, heals directly, and makes Enveloping Mist and Surging Mist instant casts.
  11. ------->repeat the last 3 steps, but pay attention to the next 5<---
  12. ---I watch the health of tank and dps.
  13. ---If someone loses a chunk of health, say 40%, I cast the mana-expensive but effective Surging Mist.  This spell supposedly sends a chunk of healing to the single party member currently with the least health.
  14. ---During heavy fighting, I invoke Enveloping Mist on the tank.  This delivers ~140k healing points over 6 seconds.
  15. ---When things are going really badly, for 2 members or more, I cast Revival.  This fixes just about everything instantly, but has a 3 minute cooldown.  That is, it delivers 105k HP to each team member,  and dispels bad magic, poison, and disease effects.  One should note that this does not make the problems go away that the team is facing.  It's a temporary reprieve.
  16. ---If the tank seems overmatched temporarily, I cast Life Cocoon, which makes the tank very hard to kill for 6 seconds.  2 minute cooldown.
  17. Additionally
  18. I drink using the Mana Tea spell to get mana renewal.
  19. I drink potions in a pinch.
  20. I ask the tank to wait if I need 250k or so mana regeneration.
  21. If my healer gets attacked directly, I use Spinning Crane Kick to heal me (and party members near me) and to damage enemies until I kill them or the tank and dps claim them.