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05/15/07, 11:32 AM
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#151
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Piston Honda
Human Warlock
Mazrigos (EU)
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CCing Abyssals isn't locks' job, it's everyone's job. Locks just have the best ways to keep them out. Paladins and priests shouldn't die to abyssals, not with 5 locks. Scream, HoJ and bubble are their friends and most of the time they are more important than finishing a heal. Tanks have last stand and w/e they want to use to survive those extra few seconds lost.
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05/15/07, 11:46 AM
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#152
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The man in black fled across the desert...
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I MT Mag, and am the 3rd add kill. After my mob is down, I do not continue to DPS. Instead I move to the middle of the room near a shaman, and watch for locks that need help. A quick taunt on them really helps a lot for the locks to get their target. Maybe have your druid(s) or shaman carry invuln pots, at least until the patch. They would probably be the quicked way for those classes to handle a spawn coming on top of them.
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05/15/07, 11:48 AM
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#153
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Soda Popinski
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This is a short list I made of things that someone can do to control an Abyssal or avoid it's damage if it is going berserk. Note that it is better to stop DPSing a channeler and kite an infernal using slowing abilities (until a lock can fear/banish it) than it is to lose people to Abyssals.
Paladin: Bubble, BoP, Hammer of Justice
Priest: Psychic Scream, Fade, PW: Shield
Druid: Bash, Feral Charge, Cyclone, Taunt
Mage: Frost Nova, Blast Wave
Warlock: Banish, Fear, Death Coil, Howl of Terror
Warrior: Concussion Blow, Intercept, Intervene, Intimidating Shout, Taunt
Shaman: Frost Shock, Elementals, Earthbind Totem
Hunter: Frost Trap, Pets, Freezing Trap, Concussive Shot, Wing Clip
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'War' is too small a word for what I'm fighting. Like a candle in front of the whole burning Sun. I told you. This is bigger than a war. Now, I am not going to die today. I have other projects, and other options.
You can come with me. I can protect you.
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05/15/07, 1:36 PM
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#154
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Piston Honda
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Shaman/druids may have some issues with infernals but priests/pallies shouldn't really, unless you get very unlucky and 2 drop on you closer then 30 secs or so. As a shaman my only real option is to drop an earthbind and run, and hope the infernal is picked up before I need to stop and heal. I don't know how possible it is to get a cyclone off before you get hit as a druid, without that druids are probably even worse off.
Thanks for the confirmation on the fear, that is exactly what I thought as well as far as the targetting mechanic. I'm still unsure if it's outrangeable or not though - seems like no.
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05/15/07, 1:46 PM
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#155
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Bald Bull
Blood Elf Paladin
Jaedenar (EU)
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I've noticed infernals attacking totems more often then shamans. Having all your shamans drop 4 totems (I suppose they sometimes dont drop a fire totem? Been a while since I logged my shaman) would help.
Stoneclaw should give you some time aswell.
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05/20/07, 4:49 PM
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#156
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Bald Bull
Night Elf Rogue
Wrathbringer (EU)
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Originally Posted by Valen
Addon
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We were trying your addon today, but we've encountered an error: if the name of one target begins with a special character (Ö, É, etc), it won't work.
I've been able to track it down to a strsub call in the function UC_Assign_B function, but wasn't able to find a solution.
Just look at those two examples:
/script n="Surprise";fn=strsub(n,1,1);SendChatMessage(fn);
returns "S"
/script n="Ölzelot";fn=strsub(n,1,1);SendChatMessage(fn);
returns nothing
Using the lua code for Ö (\195\150) also doesn't help.
Googling for "special char lua strsub" didn't yield any useful hits either. I'm sure this is no major problem, but I'd appreciate if someone could help me here.
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05/21/07, 5:43 PM
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#157
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Bald Bull
Night Elf Rogue
Wrathbringer (EU)
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Ok, tried to fix it, hopefully it will work when we have our next attempt tomorrow.
function UC_Assign_B(name, number, mod) and function UC_Assign_A(name, number, mod)
Replaced
fn = strupper(strsub(name, 1, 1 )) .. strlower(strsub(name, 2, length));
with
fn = name; (too lazy to edit all fn to name :p)
function Validate(name)
Replaced
if (name == GetRaidRosterInfo(i)) then valid = true; end
with
if (strlower(name) == strlower(GetRaidRosterInfo(i))) then valid = true; end
Now if I didn't overlook something, that should do it.
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05/21/07, 9:39 PM
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#158
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Don Flamenco
Human Rogue
Stormrage (EU)
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Those 2 calls just handle the case sensitivity of wow names (first char being upper and following chars lower case).
The issue probably is that the game *maybe* can not assign strlower("Ö") to ö, or something like that.
I don't think your solution works (not sure) to be honest and I don't have access to wow atm to test it. However if strlower("Ö") doesn't return the intended result then the strlower("Ölzelot") won't either. What you will probably recieve is that both strlower(name) and strlower(GetRaidRosterInfo(i))) will return Nothing which will be equal again but won't result in the intended case sensitivity check, but testing it doesn't hurt regardless.
Also with your change, If someone uses sp00n instead of Sp00n the addon will not notice it and will try to assign sp00n which will end in a wow error (character not found).
What you can do though, is to remove the entire case sensitivity check but make sure that the guy that uses the addon uses the right names (Ölzelot instead of ölzelot etc.)
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05/21/07, 10:04 PM
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#159
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Von Kaiser
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As a postscript to my initial post, our guild killed Magtheridon last Friday night, after getting him to 47% and 41% the prior two raid evenings. So part of the problem was indeed just a matter of execution. Thanks for all the advice in this thread.
Now about the mobs in SSC.....
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05/22/07, 2:55 PM
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#160
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Bald Bull
Night Elf Rogue
Wrathbringer (EU)
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@Valen
No, the problem is that for special chars there are assigned two ascii values.
So "Ö" gets transformed into two characters, both not able to diplayed, but both together form an "Ö".
On the same issue, the length of the strings increases by one, so Ölzelot, having only 7 characters, has a length of 8 characters due to that transformation.
A /script SendChatMessage(strlower("Ölzelot")); works just fine, so this shouldn't be a problem.
Well let's see, the raid invites just began.
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05/22/07, 3:52 PM
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#161
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Piston Honda
Orc Shaman
Vek'nilash (EU)
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I noticed some oddity on our last kill. In all but one attempt my Channeler's CoT got cleansed. Our warlocks swear that they didnt use another curse, yet the icon disappeared and the cast bar went a lot faster (faster than the add kill buff would allow).
Can they cleanse themselves or is this simply some weird bug?
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05/22/07, 4:12 PM
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#162
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Piston Honda
Gnome Warlock
Earthen Ring
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Originally Posted by Schnappi
I noticed some oddity on our last kill. In all but one attempt my Channeler's CoT got cleansed. Our warlocks swear that they didnt use another curse, yet the icon disappeared and the cast bar went a lot faster (faster than the add kill buff would allow).
Can they cleanse themselves or is this simply some weird bug?
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I've seen this happen when one of the channelers dies. Seems to be in relation to the channelers getting more powerful. At first I thought it was debuffs being cleared, but the only one that seems to get removed was CoT.
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05/22/07, 4:29 PM
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#163
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Glass Joe
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We noticed a similar thing happening to curse of tongues not "sticking" to the channelers a few times last night, we had attributed it to either:
1) debuffs stacked too high and it got pushed off
2) the curse fell off, and warlock didn't notice. We were really short on locks- we only had 1 warlock main there, and a second warlock that was someone playing a friend's account
This was last night (monday 5/21).
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05/24/07, 11:46 PM
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#164
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Don Flamenco
Tauren Death Knight
Malfurion
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What is new trash mob respawn rate in Magtheridon's Lair? We are learning the encounter in earnest (working on transitions), and we have been in the Lair for over two hours now.
Edit: They just popped up at 2 hours and 30 minutes mark.
Last edited by boomix : 05/24/07 at 11:49 PM.
Reason: More info:
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Last night was pessimistic skydive in a foolish narcotic shell
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05/25/07, 6:27 AM
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#165
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Co-starring: The Egg
Blood Elf Paladin
Azjol-Nerub (EU)
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Originally Posted by boomix
What is new trash mob respawn rate in Magtheridon's Lair? We are learning the encounter in earnest (working on transitions), and we have been in the Lair for over two hours now.
Edit: They just popped up at 2 hours and 30 minutes mark.
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It seemed like an exact two hours to me, but I could've timed wrong.
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buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
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05/25/07, 6:55 AM
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#166
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Von Kaiser
Draenei Shaman
Executus (EU)
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Same here, I believe it's 2 hour thrash timer and not 2 1/2. I joined the raid a bit later last night but when I joined they were up to the 1 hour mark, the thrash was up after a wipe around 1 hour later.
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05/25/07, 7:51 AM
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#167
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Piston Honda
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Just as a extra bit of information i'm not sure has been posted in here yet, for anyone that is burning down the adds very fast mag will actually release as soon as the 5th add dies, and you don't have to sit around the cozy fire for 10 seconds as we were looking forward to last night,
Also he seems more prone to cleave straight after a earthquake, yes it got me
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05/25/07, 8:02 AM
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#168
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Banned
Tauren Druid
Twisting Nether (EU)
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Originally Posted by Cannings
Just as a extra bit of information i'm not sure has been posted in here yet, for anyone that is burning down the adds very fast mag will actually release as soon as the 5th add dies, and you don't have to sit around the cozy fire for 10 seconds as we were looking forward to last night,
Also he seems more prone to cleave straight after a earthquake, yes it got me
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5 down before release? Obviously my raid's dps has some way to go yet.....
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05/25/07, 9:06 AM
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#169
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Don Flamenco
Night Elf Warrior
Neptulon (EU)
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Originally Posted by Daboran
5 down before release? Obviously my raid's dps has some way to go yet.....
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I had to go afk for our post vashj trounching of mag but most of the raid probably still had a few pots on, either way by the sounds of it taking 1/2 less healers (for dps) would be fairly beneficial!
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05/25/07, 11:48 AM
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#170
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Glass Joe
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I just want to emphasize the fact that the faster the channelers go down the easier the fight will be. I would advise burning bloodlust/cooldowns, as soon as the tank on the first channeler has a decent aggro buffer. Also make sure you have a decent healing rotation to increase the heals on the last 2 channeler tanks once you get down to 2-3 channelers. Abyssal control should be a group effort and all player should be contributing to keep the abyssals off of other players. Keeping all 25 players up going into phase 2 should be a top priority, since once you hit phase 2 the fight basically becomes a cake walk as long as people click the cube in time.
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05/25/07, 11:50 AM
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#171
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Mike Tyson
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Originally Posted by Cannings
Also he seems more prone to cleave straight after a earthquake, yes it got me
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Yes, we'd NEVER seen this happen before even though it was a possibility that had always worried me. Last night, first quake happens, and two melee get bounced in front of him and die instantly. Oops.
Edit: And yeah, we also had all 5 down ~5 seconds before release was due, and he got broke free immediately. This was also right after our first Vashj kill, with a flasked raid, though.
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05/25/07, 12:34 PM
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#172
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Piston Honda
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Originally Posted by Praetorian
Yes, we'd NEVER seen this happen before even though it was a possibility that had always worried me. Last night, first quake happens, and two melee get bounced in front of him and die instantly. Oops.
Edit: And yeah, we also had all 5 down ~5 seconds before release was due, and he got broke free immediately. This was also right after our first Vashj kill, with a flasked raid, though.
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Are you copying us Gurg :P
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05/25/07, 1:07 PM
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#173
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Glass Joe
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So did they reduce the channeler's HP or is this a result of 2.1 changes (gear, glancing blows, other class changes, etc.)?
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05/25/07, 1:09 PM
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#174
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Mike Tyson
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Channeler HP is definitely unchanged. We did ~1.22mil damage to kill all 5 last night, which is identical to the values from before the patch.
Raid DPS is just up -- also the fact that it's really easy to interrupt them, and Abyssals don't hit as hard, etc., means that you need less healing.
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05/25/07, 1:16 PM
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#175
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Sentient Hyper-Optimized Data Access Network
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Originally Posted by Praetorian
Raid DPS is just up -- also the fact that it's really easy to interrupt them, and Abyssals don't hit as hard, etc., means that you need less healing.
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Yeah, it's a huge difference. At this point, if Shadow Bolts are ever going off, yell at your Rogues. The lack of random raid-wide damage to top off will give your healers ample room to save people who have the newly-weakened abyssals beating on them, and and that's only if your CC is slow. There are almost no potential points of failure in P1 anymore.
I wasn't cognizant of the cleave change, but we did lose people to it for the first time last week. Makes sense. To melee just have to be at max range behind him to avoid getting quake'd into cleave?
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