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Old 03/06/07, 8:52 PM   #151
Nyfe
Retired
 
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Orc Warrior
 
Lightning's Blade
Has anyone tested if the Gruul changes went in, and what they actually are (if any)?

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Old 03/06/07, 10:42 PM   #152
Buiden
Great Tiger
 
Worgen Druid
 
Dragonblight
Just did Gruul, He was 100% the same for us.

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Old 03/06/07, 10:49 PM   #153
vorda
Bald Bull
 
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Blood Elf Paladin
 
Jaedenar (EU)
hope this isnt posted here yet: druid tanking hotfixes:
(didnt really find a more appropriate topic, sorry)


The Hotfixes are now live and the following information has been posted in the original sticky here as well.

*Hotfix 3/06/07

* The Druid ability Lacerate will now land a small amount of instant damage, causing it to generate threat against bleed-immune creatures.
* The Druid ability Mangle (Bear) will now generate 50% bonus threat.



Additional explanation for these fixes and information on Armor:

We’ve taken a close look at constructive feedback provided on our Druid Bear changes, and are hotfixing the following changes today:

1. Lacerate will now do a small amount of direct damage to the target. This means it will generate threat rather than an immune message when used on bleed-immune creatures. However, bleed-immune creatures will still not receive the debuff from Lacerate. This should address concerns about Druids being able to tank in specific bleed-immune encounters.

2. Mangle (Bear) now generates 50% bonus threat on its damage. We realized that in reducing Mangle damage, we made it less useful as a snap aggro tool. This threat bonus moves it back up to almost where it was before the 2.0.10 changes.

In addition, we examined concerns about the best Feral Druid armor pieces being outdoor world quest rewards, and Druids feeling their tanking ability would not scale with better gear. We are adjusting superior and epic leather pieces designed to be used by Bear Druids and increasing the armor on many of those items, particularly raid sets. These changes, however, will not show up until patch 2.1.0.
edit: just noticed its been posted some time ago in another topic, feel free to delete this post.

Last edited by vorda : 03/06/07 at 11:05 PM. Reason: I'm blind

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Old 03/07/07, 10:10 AM   #154
Abaxial
Piston Honda
 
Abaxial
Gnome Rogue
 
No WoW Account
Originally Posted by Miaxi View Post
Why would anybody want a rogue to take the green beam? We have healers rotating through it and throwing 2k/tick renews and 12k holy lights all over the place.

Why do rogues take increased damage on the Curator? Throw dampen magic on them and the damage income becomes trivial.


I wished, but he casts just fine in the 4 seconds till my shock cooldown is back.
I meant blue, brain fart on my part there.

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Old 03/07/07, 11:05 AM   #155
Margot
Von Kaiser
 
Human Warrior
 
Argent Dawn
We have rogues and even warriors take the green beam sometimes if there isn't much damage being taken; it reduces ability costs to almost nothing, and rogues especially can pump out a lot of damage.

Just depends on if the healing needs a boost or not. If not, why put the healer in the mana drain instead of just doing more damage.

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Old 03/07/07, 8:16 PM   #156
Khlysti
Ithyphallic
 
Night Elf Death Knight
 
Silvermoon (EU)
We find healing to be trivial on netherspite so use the green beam to boost melee dps for faster kills. To be blunt I can't see why anyone would have a healer take it

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Old 03/07/07, 9:06 PM   #157
 frmorrison
Protector
 
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Ashstorm
Human Paladin
 
No WoW Account
Regarding the patch changes, the spell Eye of Kilrogg while it is not stealthed, but mobs seem to not see him if you keep moving.

I used him to travel through an instance full of mobs and it was not detected.

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Old 03/07/07, 11:51 PM   #158
Savos
Piston Honda
 
Undead Warrior
 
Mal'Ganis
Originally Posted by frmorrison View Post
Regarding the patch changes, the spell Eye of Kilrogg while it is not stealthed, but mobs seem to not see him if you keep moving.

I used him to travel through an instance full of mobs and it was not detected.
I think this has more to do with how the server interprets the location commands from your client than any change.

If you don't do anything to set your position you only exist at the static locations your client reported, and the forced positional updates occur only every 5 to 7 seconds or so. You can move that far in that time and only ever exist for proximity purposes at the start and end point of that section of time, no where in between.

To increase the rate of positional updates you have to do something to change your direction of travel via a strafe key or what ever. Turning will not update your position. Consequently you might be able to sneak past things you never thought possible if you take advantage of how this system works by intentionally not strafing and such though it is not something you can rely on as the forced update rate is not changed by intentional updates I think. Other uses exists such as using this information this to speed up climbining wind rider towers or knowing what I need to do to get a proper proximity aggro at max range.

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