Sunday, February 26, 2012

3 Steps to (Almost) Malware-Proof of Your Internet Browsing

Here's the 3 easiest steps to eliminate most threats you'll come across while browsing the web. They're all free.

1. Use Mozilla Firefox.

Upgrade

Yes, I get credit if you download Firefox through that link. No, I don't make a dime from it. But I might get a really cool T-shirt if enough people download it from there. :)

The main reason Firefox is used has more to do with number 2 below than anything else. Firefox has a few things going for it. It's open source, meaning that the source code is visible and changeable by anyone. Instead of a small team at a company working on it, millions can (and do) work to improve upon the software. There's no monetary payment involved, but you'll get credit for the improvement if it's implemented and it looks good on a resume. Since it's quite popular, a lot of web developers will make sure their sites work with it. Did I mention it's free?

2. Install the NoScript plug-in.

Plugin Checker

Just search for NoScript there and it will come right up. NoScript disables Javascript universally unless you whitelist the site and allow it. It also has the side effect of blocking a lot of ads. Without Javascript, sites cannot just install something onto your computer without you knowing about it. There's a bit of a learning curve to browsing with the plug-in enabled, but it's worth it. These two things will fix half your problems with picking up malware from the Internet.

3. Use common sense.

This is the other half. If you just hit allow all all the time in NoScript, it will be like not even having it. Stay away from sites that are obviously potentially malicious. For example, downloading the latest, greatest single for free from a file sharing site is stealing. Chances are, that free download, isn't really free. (Yes, that goes double for the free porn sites gang.) Those sites make money somehow, and a lot of the time it's by installing tracking and "ad-serving" software on your machine. Or they might just install software on your computer to have it participate in DDoS attacks whenever the site owner wants. This could land you in serious legal trouble. Just don't go there.

It's been awhile since I've posted anything. It's mostly because I haven't really been playing anything. Real life has been kinda crazy. I'm back on overnight shift, but I don't mind it so much since it allows me to do something I like.

My guild is moving towards Guild Wars 2. WAR just doesn't have the population any more, and TOR has been kinda disappointing. Circle of Rage always an Open RvR, large scale guild. Back in the day, we fielded no less than 3 warbands. The WvW in GW2 looks very promising.

So I figured I'd at least post something useful until I have more to talk about. I can do more stuff like this if you all want. Let me know.

Wednesday, October 5, 2011

7 Tenets of PvP Tanking

I originally posted this on the SW:TOR boards here. Given the positive reception, I'll post it here too.

1. You shall initiate the fight when appropriate.

As the tank you are the most likely of your team to absorb the initial focus of the enemy team and live, so it's your job to pick the fights. You will go in first and start messing with people for a couple seconds before your team engages. The idea is that the enemy starts with focus on you and forces the enemy to interrupt a damage rotation and take a second to switch targets to start hitting your big DPS character. The seconds you buy from this can make the difference between winning and losing the fight.

2. Defense before offense.

Your primary responsibility as a tank is to keep your DPS alive so they can kill the opponent. Adding assist damage to your DPS's target, while very important, is secondary to your other functions such as Taunt, Guard, and various CC and damage debuffs. Your DPS can do no damage dead.

3. You must be a threat.

You don't necessary need to make an enemy go, "He's gonna kill me, get him off." It helps if you can do that while still being able to initiate, but you just have to be enough of a pain in the rear to the enemy to make them deal with you. It can be with CC frustrating the enemy to the point of focusing you just so they feel like they can act. It can be making the enemy's primary healer or DPS useless by debuffing them. One of my favorite things to do to a sorceress in WAR was to start by dropping her damage to 70% of normal, cutting down her crit chance and draining her morale, then disorienting her to make all her casts take 50% longer, followed by a snare, a silence, then draining her AP and morale further. It usually got me some attention.

4. Take advantage of player psychology.

This really applies to everyone, but the PvP tank can do this in ways no one else can. In WAR, I always carried 2 full sets of gear and had a few preset combinations of them I could switch to with the push of a button ranging from balls to the wall offense to a couple balanced sets to full turtle tank. One thing I would often do is try to project an image of being one end of the spectrum and then switch to the other. If I wanted to be a full tank for example, I'd rush in, lay some heavy damage on a enemy, get focused, die, respawn or get a rez, switch gear to full defensive gear, and then go in like that for the rest of the fight. It also works the other way too if I want to DPS. This is similar to a poker player presenting a table image then switching to another play style hoping his opponents don't notice.

Of course, you want to communicate something like this to your team ahead of time if you can. Going in first as a DPS to give an early, easy kill can also make the enemy overconfident, and you definitely want to take advantage of that if you notice by luring the enemy into traps.

5. The life of your DPS is more important than yours. (But not by a whole lot)

You should be willing to sacrifice yourself to save the life of your DPS. Your DPS should NEVER die before you do. Obviously, this does not always happen, but it's the mindset to have. If your DPS is going down before you consistently (and it's not his fault for being stupid), you need to make yourself more of a threat by shifting some of your survivability for damage. This works the other way as well. If you die well before your DPS consistently (and it's not your fault for being stupid), you need to trade damage for survivability. Ideally when your DPS dies, you should have been killed seconds earlier or be about to go down shortly after the DPS dies. In this way, you'll have a perfect balance of threat to survivability. This is presuming the DPS player is competent of course. If your DPS teammate couldn't DPS his way out of a wet paper bag, he's not worth your life.

Guard damage should be one of the major causes of your death when it happens. Yes, you can take more damage than most, but that's because you have to be able to do so. You intentionally redirect some of the incoming damage from a teammate onto yourself. You are able to defend and mitigate this damage. You should be able handle this damage without being a major drain on the healing resources which are better conserved to keep your DPS alive.

6. If your DPS is wrong, you should be wrong with him.

This is related to number 5. This means if the DPS you are protecting has run off by himself to do something, you need to be with him. Your DPS is useless dead, and a lot of your abilities to mitigate damage do not work on you, so you might as well be useful with your DPS being wrong, than useless being "right."

Taunt for example, unless it changed from the Eternity Vault video, reduces damage of the targeted enemy to everyone else except you for a time. You can't Guard yourself, not that it would do anything dividing the damage you take between you and you.

7. Tunnel vision will kill your team.

You need watch health bars like you were a healer so you can place Guard where it is needed. You need to watch the enemy so you can place your CC, buffs and debuffs effectively. You need to watch the positioning of your team since Guard only works within a short range. (See also number 6 for this.) You need to do all this on top off watching yourself, your ability rotation/priority, your health and resources, and your positioning. It can be very stressful, and sometimes impossible, to keep track of all this.

Sometimes in WAR my healers would tell me to potion because their resources are drained or focused on another player. They did this because they understood sometimes I can lose track of my own health trying to perform all my other duties. I rarely needed the reminder, but I appreciated it.

The PvP tank is a thankless job, much like the PvE tank, but it is very satisfying when played well.

Sunday, October 2, 2011

WAR Reboot - Affording the Necessities

So I haven't been leveling up my new character this week. I've been focused on another project. My 16/25 SM now has 200 Apothecary and 200 Cultivating. My alt is working on Butchering. I'm working on getting level 200 extenders, multipliers, stimulators, and stabilizers. The skill can be easily leveled, but leveling the plants takes some time or gold if the cultivating enhancers are used.

Some of the lower level potions sell, in particular the level 15 and 25 heal potions. I'm sure the 60 minute armor and stat potions do as well since I see them up all the time.

The potions make a huge difference in the lower Tiers. I didn't get it on fraps, (wish I did), but a level 11 witch elf jumped me while I was level 5 and I straight up owned her. She didn't come back. If you decide to make talismans instead, the potions are very worth it. Pop an absorb potion plus a regen potion plus a renown potion in Tier 1 and you can about double the amount of damage you can take once every 5 minutes. If you're fighting one on one, a molotov potion is a free dot you can use from range. If you have group chasing you, you can drop a snare potion to allow you to kite a little better. If someone is trying to cap an objective, a napalm or flame breath potion will stop that for awhile.

I like to have every advantage I can get, within the rules of course. Potions can give you that small edge. Try to have some on you at all times.

Saturday, September 17, 2011

WAR Reboot - On to Tier 2

One of the things I wanted to test is if Tier 1 or Tier 2 is more renown/xp. With one kill in Tier 2 at rank 12, I had my answer and it wasn't even close. Tier 2 is miles ahead in renown/time and renown/xp. Rank 12 is the soonest you can enter Tier 2 and be eligible for Bolster, zone captures, and AAO. I was defending the Altar of Khaine in the Blighted Isle. I killed a DoK on the objective and received 3000 experience and 300 renown. Later when defending the Ironclad in Barak Varr, I killed a Chosen for 1500 experience and 700 renown. Sure, it might be fun to totally dominate the lower Tier, but you don't learn anything like that and I find more enjoyment out of a challenge.

I actually ended up staying up until 2AM fighting in Tier 2. It was so much fun with fights actually happening that I lost track of time. My new character is now R12/RR20. I've bought a few talismans, but good lord, potions can be ridiculous to buy (or sell) at lower Tiers. I'm definitely going Apothecary/Cultivating with Butchering on the alt.

I don't feel underpowered in Tier 2 even though I'm the lowest level in the Tier. You can definitely tell the difference between a Rank 1 and Rank 15 in Tier 1, but it's not that bad Rank 12 versus Rank 26. It's likely because at Rank 10 you have all the basic tools you need to function. I would certainly be in favor of just giving players all their Rank 1-10 abilities at Rank 1. I understand the whole not wanting to overwhelm a new player with everything at once, but it's crippling in RvR. If one side has Rank 10+ tanks and the other doesn't, it's usually decided before the fight starts for example.

For those curious, I'm playing a Swordmaster on Badlands, also named Tarelther. Say hi if you see me there. But please, send a tell before inviting me to anything. I swear that people have forgotten common courtesy these days. Doing stuff like that in FFXI when I played it earned you an instant blacklist (/ignore) and I'm going to be adopting the same policy.

Wednesday, September 14, 2011

WAR Reboot - Setup and Goals

So I've started up another character in Tier 1. I realized very, very quickly that everything that a low level character does to get money ends up getting experience as well. I want to be able to level up a character and maximize the renown I have when I hit R40. I'd like to be RR70 or better when I hit R40.

So to get money, I rolled an alt with the sole purpose of farming me up gold for my main to use. The character is a butcher since it's a good source of NPC cash. I really don't want to be fooling around with the AH in Tier 1. Maybe I'll get into it a little later, but I figure most players don't go into WAR looking to play the AH for riches any more.

I was able to luck into someone offering some gold for people willing to help form a guild, so that was an easy 16g for me. That should get me through Tier 1 easily. I won't have a lot of potions or the best talismans, but it'll be good enough for now. I also had someone give me some talismans because his inventory was overflowing. (You rock dude if you're reading this.)

I spent a lot of time working the Elf and Dwarf Tier 1 zones. You'd think it'd be dead, but there's a surprising number of people fighting out there. I find the smaller skirmishes a lot more enjoyable (and rewarding) than the ZvZ (zerg vs zerg) in Nordland.

I'm doing ok so far in my goal being R9/RR16. It kills me that I can't really do scenarios, or I'll level out of the Tier way too fast. Hopefully the xp reduction for scenarios in 1.4.4 will allow me to hit T4 with a non-crap weapon and the RR I want. I'll be able to figure that out quickly enough once I do a couple.

This process would be a lot different if I were using a trial account instead of my main account, and I may just try that a little bit. I don't want to end up with too much rested xp though. The xp cap for Tier 1 would actually be helpful if you can get RR20 under the trial. Please leave a comment if I'm wrong about that so I can fix it.

Next time, I'll post the plan I've been using so long as it's still successful. And I'll also include a plan for trial players about how to use the xp cap to their advantage as long as you can actually get RR20 on trial.

Monday, September 12, 2011

A Reboot

I came upon a disturbing trend when playing some scenarios in WAR yesterday.

Half the scenario gave up after half a skirmish in Black Fire Basin. So I asked why.

They said they were outgeared and outleveled badly which is why they can't win. Well, of course you can't win if you give up and refuse to try to adapt to the situation. Sitting in the spawn also doesn't fix the renown gap.

When confronted with sitting in the spawn doesn't fix the renown gap, I was told that it's Mythic's job to fix the problem. Last I checked, it's not the developer's job to level your character.

So I decided I would do something about it. I wanted to see for myself if it was true.

So I created a brand new character on another server with no connections, no leveled toons, no nothing. I wanted to experience the game from the experience of a brand new player.

I want to see for myself if the gear/renown gap is now just an excuse, or if the gap was not closed enough in 1.4.2. I stop playing because the gap was way out of control and work was picking up. Well, I'm back now and ready to go at it again.

Saturday, September 3, 2011

Wrath of Heroes: Beta

Everyone loves a three way.

Now that I have your attention, I'd like to talk to you about life insurance.

Just kidding.

This is about Wrath of Heroes, the new 6v6v6 pure PvP F2P game from Bioware/Mythic.

I can't say too much about it other than what already has been publicly released due to NDA. (Sorry all.)

I do want to talk about the concept of 3 teams being in the battle instead of 2 and how it introduces many more variables to the game.

For example, you are always outnumbered 2 to 1. Sure you might get some temporary help from an enemy team, but in the end, you have to beat everyone else.

Another thing is that since one team wins and two lose, you can't expect to win most of the time. A good team might end up winning about 35-40% of the time. It might take the sting out of losing or it might discourage players. Only time will tell I guess.

If this goes to the e-sports scene, we'll have to get used to weird things like having a round of 81. Winning a best of 7 means you can win with 3 games won, not 4. That would likely end up being scored first to 3 instead of best of 7 though. You could end up having a team in the tournament with no real chance to win, but can end up playing kingmaker by helping a team they like more to win overall. For example, in game 5 of a first to 3 with 2 teams 2-2 and one team 0-4, it's highly likely the 0-4 team will end up determining the winner by deciding who to double team.

Everyone loves a three way. Except maybe the guy who has to draw up new tournament brackets to support 3 competitors at a time in a match.