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10/01/07, 3:00 PM
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#51
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I want results, not excuses!
Human Warrior
Dragonblight
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Also can CoS and run in to kick if absolutely necessary.
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10/01/07, 3:05 PM
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#52
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Von Kaiser
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Originally Posted by Raiha
Okay thanks for your replies  . Extra question, does the rogue kicking the priest have to stay in a possible blizzard/flamestrike (assuming it really is all around her) for a couple of seconds if he -really- needs to kick (no other option) or should he never have to take extra ticks?
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They shouldn't need to stay in, aside from when the priest has the magic immunity and a heal is coming up soon. That's when you use cloak of shadows. The rogue that does the interrupting on the priest might as well wear stamina gear over DPS gear, as you spend most of the time unable to attack due to BoP and the reflective shield.
I personally wear 100% stamina gear on council, which puts me around 15.5k life. Finally paid off this last week when I tanked the priest from 35% to death.
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10/01/07, 8:59 PM
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#53
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kind of a big deal
Night Elf Hunter
Ner'zhul
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Arena/PVP gloves give deadly throw an interrupt component, which is excellent for dealing with AOEs on the priest.
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10/01/07, 11:39 PM
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#54
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Professional Awesome
Night Elf Hunter
Mannoroth
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This may be a newb question but in the combat logs I'm seeing lots of instances of Zerevor stealing dampen from our mage right after our mage steals it from him then promptly one shotting our mage. Is there something we're missing about this?
9/30 22:41:29.875 Mkicon casts Spellsteal on High Nethermancer Zerevor.
9/30 22:41:29.875 High Nethermancer Zerevor steals Mkicon's Dampen Magic.
9/30 22:41:30.875 High Nethermancer Zerevor 's Arcane Bolt hits Mkicon for 14425 Arcane damage.
Lots of things like that with the time delay between the stealings being <0.2 seconds apart. I am aware of the combat log having things in mixed up order sometimes but he's still getting hit for full damage so he's not getting it.
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10/01/07, 11:55 PM
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#55
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Piston Honda
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May or may not help, but we've found that cramming up fluff buffs and hots seems to help prevent the dampen from being stolen altogether after we had one issue with a dampen getting stolen back too fast once.
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10/01/07, 11:58 PM
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#56
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Professional Awesome
Night Elf Hunter
Mannoroth
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Originally Posted by Darkmgl
May or may not help, but we've found that cramming up fluff buffs and hots seems to help prevent the dampen from being stolen altogether after we had one issue with a dampen getting stolen back too fast once.
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Looking through the logs I've never seen anything else stolen except dampen magic :/
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10/02/07, 12:57 AM
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#57
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Debitum Naturae
Night Elf Druid
Ravencrest (EU)
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One thing our mage tank believes is that aslong as you stand still when spellstealing and wait a second or two after before moving yourself then you shouldn't get it stolen back.
We haven't killed them much so our sample size is not big enough to say it works but well we've never had a problem when hes not moving, only when he trys to show off.
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10/02/07, 2:18 AM
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#58
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Candied Tangerines
Blood Elf Death Knight
Mal'Ganis
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I'm pretty sure High Nethermancer Zerevor can't spellsteal at all. What your're seeing in the combat log is a known bug where the names of your mage and Zerevor are switched (for no good reason). As for spellstealing and then getting hit for 14k, that's another bug where if two events occur close enough together in time, they are counted as occuring simultaneously. Thus your mage gets 1 shot as the same instant he spellsteals. The only way to fix this problem is to have your mage spellsteal earlier on the pull.
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10/02/07, 5:23 AM
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#59
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Piston Honda
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When you engage Zerevor, you have a small window to steal Dampen. Arcane Bolt's damage is set slightly before Zerevor actually completes his cast, so the tanking mage has to steal it before the spell's damage is determined. Once I stole it a full second before the Arcane Bolt impacted and still got one-shot. I found that the way I was starting the pull, running toward the Council while repeatedly jamming the spellsteal key, was causing this kind of death - the "false GCD" from casting a spell out of range was preventing me from actually casting a spellsteal with the correct timing. Since then, I've run toward Zerevor and pressed the key just once, just as the range indicator lights up, and I haven't died once.
I think the combat log issue is just a bug.
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10/02/07, 7:30 AM
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#60
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Piston Honda
Human Warrior
Ravencrest (EU)
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I think the damage of missile attacks are calculated as they leave the caster and not on impact. This would explain the "lag" you see in your combat log.
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10/02/07, 2:11 PM
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#61
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Von Kaiser
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Originally Posted by woo-haa
I think the damage of missile attacks are calculated as they leave the caster and not on impact. This would explain the "lag" you see in your combat log.
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This is true and easy to replicate, I've been hit with Shadowbolt dmg while on my epic flying mount with the bolt graphic still following me.
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10/03/07, 5:14 AM
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#62
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/facepalm
Blood Elf Paladin
Dragonblight
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Originally Posted by woo-haa
I think the damage of missile attacks are calculated as they leave the caster and not on impact. This would explain the "lag" you see in your combat log.
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It's also verifiable with a Rogue by CloSing a spell when it's in the air - you won't resist it at the 90% rate that you expect to.
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10/03/07, 8:03 AM
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#63
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Von Kaiser
Night Elf Hunter
Sylvanas (EU)
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On our last Council kill, as I was moving from AOE effects and the paladin being taken away from me aswell due to consecration, I shot at the rogue which were tanked by our druid. Well did this alot of times just to do some dps as you move again, but what I noticed was that, on my paperdoll my autoshot maxdmg is 1090 about and I am BM spec. The rogue was tanked by a druid so only Faerie fire was up, no sunders, no EW, no hunters mark, no CoR, only FF and Lacerate. My autoshot hits Veran for upto 1200 dmg, same with Steady shot hitting over 1.3k. On my paperdoll even with 0 armor that should not be able to happen and there is no debuffs on boss at all about. Can anyone explain why this happens? It was not a once of thing and happened all the time since we go to Council?
Because if he has added dmg from some reason, with a warrior tanking and you getting FF and CoR (for 4010 less armor, assuming he can get more mitigated) the hunters can spew out more than 2.5k dps about for that 30secs or so when he is there and then just switch back to Paladin without loosing any dps time at all. Ill take some screenies when we go there again, as didn't really feel the need to record it, but will gather it for proof now. Arcane shot seemed to have done the same dmg though , but if a caster can just try aswell and see what your spells hit for would be greatly appreciated. Reason for all this is, might be usefull to tank rogue on paladin full time now so Multishots hit both and rogues can bladeflurrym or even dps the rogue now and then as seems that physical dmg is destroying him.
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10/03/07, 9:49 AM
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#64
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Piston Honda
Blood Elf Paladin
Magtheridon (EU)
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The rogue takes extra damage (cant remember how much exactly) when he is stunned.
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10/03/07, 3:40 PM
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#65
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Professional Awesome
Night Elf Hunter
Mannoroth
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Originally Posted by Ren
I'm pretty sure High Nethermancer Zerevor can't spellsteal at all. What your're seeing in the combat log is a known bug where the names of your mage and Zerevor are switched (for no good reason). As for spellstealing and then getting hit for 14k, that's another bug where if two events occur close enough together in time, they are counted as occuring simultaneously. Thus your mage gets 1 shot as the same instant he spellsteals. The only way to fix this problem is to have your mage spellsteal earlier on the pull.
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We did some more testing and our mage tried to steal even earlier and he seemed to survive.
Thanks for the info about him not actually spell stealing at all, I wasn't aware of that combat log bug. Hopefully things will go better this week 
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10/03/07, 5:20 PM
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#66
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Don Flamenco
Human Death Knight
Lightbringer
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I've definitely gotten back-to-back Deadly Poisons on Council before 2.2
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10/03/07, 6:39 PM
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#67
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Glass Joe
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Originally Posted by Clandestine
I've definitely gotten back-to-back Deadly Poisons on Council before 2.2
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Just last night I got back to back to back Deadly Poisons (as MT no less). Our priest responsible for healing DP people asked on vent, "Did you just get poisoned three... times..?"
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10/03/07, 7:41 PM
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#68
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Bald Bull
Tauren Warrior
Kil'Jaeden
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Originally Posted by Wintern
The rogue takes extra damage (cant remember how much exactly) when he is stunned.
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Doesn't his aggro reset every vanish/reappear? I would think this would be another example of DPS vs control.
We just kill the retadin and ignore all the damage reducing effects. Killing it faster might mean wiping and having to redo a 10-15 minute fight. Yech.
This fight is too plain, too ordinary, too long, and too easy (most of the difficulty comes from attrition due to encounter length). Really there isn't much interaction, switching, thinking, or interplay between the groups - even the healers don't have to work together that much.
I'd like to add, because most people do not know this, but you can spell reflect the retadin's nuke. Not judgement of blood, but the other one that hits for 5-6k. It helps healing quite a bit. Good luck.
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10/03/07, 8:20 PM
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#69
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Glass Joe
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It's his Judgement of Command I believe. Or at least it's the same icon as the paladin Seal of Command spell.
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10/03/07, 9:46 PM
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#70
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Debitum Naturae
Night Elf Druid
Ravencrest (EU)
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It would indeed be nice if there was more to the fight than 'Nuke the Loladin', because really the other ones are just offtanked like adds, not bosses.
Paladin & Mage - Anti Melee
Rogue & Priest n/a
Ideally you would have the melee bouncing between the Rogue/Priest while ranged do something similar on the Mage/Paladin, its a shame you cant really, or atleast its not so optimal.
Its just another fight with alot of potential that gets mostly wasted and is unlikely to ever get improved.
On the note of spell reflecting that ability, our tank reports quite often that it fails (?) and it still goes through?
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10/03/07, 9:54 PM
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#71
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Piston Honda
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JoC reflects every time here.... and its damn easy with that massive cast timer. JoB definitely doesn't like Maraudor said. Removing JoC really reduces his bursts portential.
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10/03/07, 10:20 PM
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#72
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Von Kaiser
Night Elf Druid
Neptulon (EU)
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I agree the fight lacks something; there's the general Twin Emps feel in terms of length, tank damage spikes and environmental damage but nothing like the same pressure in terms of the race to beat the enrage. As it stands you can stack up healers, pvp gear, lose a lot of people and still beat the timer with ease.
Reducing the enrage timer would be the obvious way of making it slightly more exciting, but you'd still be left with a 4 mob encounter where 2 of the mobs are taken off to one side and locked down by a single tank/ healer team.
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10/03/07, 10:25 PM
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#73
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Von Kaiser
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Not sure if this has been noted before, but I think the rogue has a higher crit chance than normal boss mobs. I've been crit by him once or twice in my tanking set which I have 415 defense in (415 is the uncrittable level for druids btw).
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10/03/07, 11:28 PM
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#74
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Don Flamenco
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Sure you weren't doing anything funny like sitting? I haven't seen him crit, but tbh I probably had like 530 defense at the time.
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10/03/07, 11:44 PM
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#75
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absit invidia
Human Warrior
Silvermoon (EU)
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Originally Posted by stayclean
Not sure if this has been noted before, but I think the rogue has a higher crit chance than normal boss mobs. I've been crit by him once or twice in my tanking set which I have 415 defense in (415 is the uncrittable level for druids btw).
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If you're on 415 defense, there's a chance you're actually on 414.x and due to the rounding done by the character pane this is being incorrectly displayed.
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