If the fight emphasized healers, wouldn't that mean that stacking the raid with them would make it trivially easy?
Maybe blizzard wanted to make the last encounter a bit more difficult, and require great healing without stacked raids by forcing raid leaders to bring enough dps.
It really sounds like you are saying "whaa, the fight was great because you needed to stack healers to make it easy, now it sucks because you need to bring more dps"
So what it really sounds like what you are saying is "the fight is now great because you need to stack dps to make it easy, it sucked before because you needed to bring more healers."
If you read any of Quigon's post, you'll know that he is adamantly against arbitrarily fixed "GG Timers." The crux of the argument is that the hard timer is extremely uncreative (not to mention undocumented) for an end-boss encounter. Hard-capped beserks now exist in one end-boss fight in all of WoW: Illidan (Edit: And Hakkar, o noes).
So what it really sounds like what you are saying is "the fight is now great because you need to stack dps to make it easy, it sucked before because you needed to bring more healers."
If you read any of Quigon's post, you'll know that he is adamantly against arbitrarily fixed "GG Timers." The crux of the argument is that the hard timer is extremely uncreative (not to mention undocumented) for an end-boss encounter. Hard-capped beserks now exist in one end-boss fight in all of WoW: Illidan.
Archimonde..? the only difference being is this one is at a far 'easier' time than the Illidan one, to relate it to Illidan your looking at a 20-25min.
Archimonde..? the only difference being is this one is at a far 'easier' time than the Illidan one, to relate it to Illidan your looking at a 20-25min.
Woops, was going through them in my head real quick, I knew I'd probably miss one.
Nevertheless, the implementation of the way to limit the fight time was cheap. I'm sure they could have figured out something better than this (I've even seen some pretty good suggestions here), and then actually, ya know, put it in the patch notes.
Did Lurker last night and didn't have any problems seeing the spout. Only one death to it and that's because the person was completely clueless, not because he didn't see it.
Something definately changed though. It is pretty close to an invisible beam now, and it certainly has me playing much less chicken with it than I used to.
And this is with the same video settings as before, with everything maxed out at 1920x1200 resolution.
They moved the chest at the left stairs a couple of yards closer to the lower end.
And there's now a chest by the pillar at the right stairs.
As for the location of the other two chest - the one in the back on the right side, and the one by the right stairs; I didn't see them, but I only did enough resets to get the "too many instances" message once.
In addition to that, me vanishing (after pulling obviously) would look something like this:
Vanish -> outofcombat -> combat for about 5s+- -> outofcombat
It just might be me sucking, but mechanar farming might just have been hit by the nerf-stick.
Has anyone else had a go at it?
Yes, I posted about this on page 2 or 3 of this thread. Solo farming is now impossible due to the vanish changes alone, not to mention the changing of the chest positions.
Al'ar was still bugged for us last night, on Sargeras, in a totally fresh instance (we had not tried him on Tuesday.)
Also, we went from killing Leo during the berserk with ~1-3 people alive -- those have been our past 3 kills -- to one-shotting him with 24 people alive and ~2 min left on the berserk timer. I'm not ruling out the possibility that we just got a lot better, but it seems like something was changed. No idea what though.
We did not notice anything different about Hydross, Lurker, Morogrim, or Karathress. (In particular, Spout looked the same as ever to me.)
'War' is too small a word for what I'm fighting. Like a candle in front of the whole burning Sun. Now, I am not going to die today. I have other projects, and other options.
Any hunters notice a change to FD? I noticed far more resists last night in SSC than I've ever seen before. I couldn't seem to find it in the WWS log so I'm not sure of the exact percentage, but I'd guess around 75% of the time I got a resist.
Some hunters on the WoW forums were reporting no resist message but no aggro wipe. Not sure if that's a mod issue or an actual issue with FD.
Any hunters notice a change to FD? I noticed far more resists last night in SSC than I've ever seen before. I couldn't seem to find it in the WWS log so I'm not sure of the exact percentage, but I'd guess around 75% of the time I got a resist.
Some hunters on the WoW forums were reporting no resist message but no aggro wipe. Not sure if that's a mod issue or an actual issue with FD.
I know KTM isn't resetting threat when I FD, but I'm not sure if there's a problem with the actual ability.
Our Hunters have been complaining about sometimes not getting an aggro wipe even when FD does not show a resist message. One Hunter pulled aggro on Azgalor because of it.
Our Hunters have been complaining about sometimes not getting an aggro wipe even when FD does not show a resist message. One Hunter pulled aggro on Azgalor because of it.
I had this problem, and the one thing I've found is there is a bit of a delay between feign death, and the actual drop. Tell your hunters to make it a rule, that when they feign death, do not break it before the animation of their character actually hits the ground. If they have to, 1-mississippi it. I've pulled on quite a few bosses, Teron Gorefiend specifically, because I'll feign and then immediately arcane shot before I hit the ground. After trying this, I've had no such problems.
I had this problem, and the one thing I've found is there is a bit of a delay between feign death, and the actual drop. Tell your hunters to make it a rule, that when they feign death, do not break it before the animation of their character actually hits the ground. If they have to, 1-mississippi it. I've pulled on quite a few bosses, Teron Gorefiend specifically, because I'll feign and then immediately arcane shot before I hit the ground. After trying this, I've had no such problems.
This is certainly nothing new in this patch. Back when we were learning Gruul (before 2.1) I had pulled aggro after a perceived successful FD. Turns out my old way of just tapping the button and continuing to DPS doesn't drop the aggro, you really have to let the animation play out. I've been killed so many times while in the process of FDing. Get aggro on a mob, but stuck in the GCD, mob is almost on top of you, get FD off, mid-animation I'm gibbed.
You pay for the whole chair, but you only need the edge.
Waiting for the death animation and the KTM display issues concern me slightly less than a potential increase in the resist rate.
Has anyone seen anything on an increase in the resist rate of FD?
Does anyone know how to check for FD resists in WWS? I did some digging in our log from last night but was able to find it.
From what I can see, gaining/losing FD, and it being resisted/successful isn't even tracked in the combat log. At this point I'm going to chalk it up to people getting unusually unlucky on patch day (Deep Breath Syndrome).
You pay for the whole chair, but you only need the edge.
Basically I just wanted to bring up in the Suggestions forum that they add a Shattrath version of Flask of Pure Death since we are still stuck with a pre-TBC equivalent and non ranged-DPS-casters get post TBC equivalent flasks.
In addition to the issue(s) with vanish, has anyone noticed an anomaly with basic rogue stealth? I have been grinding in Shadowmoon Valley for about a week now. My experience pre-2.2 was quite "normal": with 2/5 MoD I was able to quite easily place myself next to a mob of equal or greater level, cheap shot, and continue as usual. Since 2.2, however, this has not been the case - I cannot get within 10 yards of mobs without being seen. Even with distract, there are occasions (I would place an estimate at 1/5 times) with the mob's back turned toward me that I would be seen. I know, very strange.
My point: there is something very wrong with vanish, yes we all agree; there is also something very wrong with stealth as of 2.2. Others have attested to such problem(s) and I would like to see if anyone here has noticed such.
I have contacted Blizzard support: the response I received was vague at best. They stated that there is an apparent "problem" in the area of "stealth tactics" and it is being looked into. I'm not sure if they are referring in whole to my (as well as other rogues') issues, but at least they acknowledged something.
I apologize for the length here, though this was the shortest route in order for me to put out what I needed to. Thanks.
Basically I just wanted to bring up in the Suggestions forum that they add a Shattrath version of Flask of Pure Death since we are still stuck with a pre-TBC equivalent and non ranged-DPS-casters get post TBC equivalent flasks.
I don't mean to be offtopic, but you might as well make it less biased and add "Flask of Blinding Light" as well.
Originally Posted by Sebudai
Addons aren't a crutch, they're tools to be abused by skilled players to increase performance. Like a carpenter using a hammer, a fisherman using a lure, or Xi using curse words.
Basically I just wanted to bring up in the Suggestions forum that they add a Shattrath version of Flask of Pure Death since we are still stuck with a pre-TBC equivalent and non ranged-DPS-casters get post TBC equivalent flasks.
You get a flask for free that's short about 10 spell damage, or you can sell/trade the Mark for materials for a specific flask. This doesn't seem to be an issue at all, since the Marks themselves are non-binding. And if you sell it to buy mats and have an elixir master make a fancy one, you could get a proc. Suddenly this sounds like a much better idea.
Given the scope of other things they're adjusting, it's not really that important.
It's only short 5 spell damage, and for any fight that requires AoE, Supreme Power is still superior for Mages. I'm not crying at all - and the fact that I use Arcane a good bit considering I'm 10/48/3 means I'm actually pleased that they left Supreme Power in the Shattrath flasks.
If they decide to include Pure Death / Blinding Light, I would be appreciative if they also left in Supreme Power.
Anyone noticed (or tested for) the decrase on the proc% on dragonstrike?
It may have an internal CD now...but it definitely procs much less. I looked at a before and after WWS of Hyjal, a full clear. So not the greatest sample size but ~100 mins of DPS time in both WWS logs.
11:59 PDT Update: There might still be some servers without the hotfix at this time, our server operation team is working to make sure this is deployed everywhere.
It appears the mana restore proc from Insightful Earthstone Diamond has been nerfed to only impact higher level spells. Testing with rank 1 Renew and Flash Heal, I cast each over 150 times with no procs. Testing with rank 5 Flash Heal also showed no procs. Rank 6, however, procs at the expected 2% rate. A friendly mage (who'd previously noted how often it proc'd on all sorts of things - cooking, mounting, hearthstones etc.) tried with Amplify Magic. Rank 1, no procs. Rank 6, procs.