The warlock version, assuming CoT is up and Light's Grace isn't (felhunter eats it anyways, so 4s holy light):
00.0 start holy light
03.5 fear
13.5 start holy light
17.0 fear
22.0 start holy light
25.5 fear (fear DR timer start)
28.0 start holy light
31.5 spell lock
37.5 start holy light
40.5 (fear DR timer end)
41.0 fear
That's of course theorycraft, and requires very precise timing to pull off. You could probably fit a flash of light somewhere in there. But you also must remember that after I get out of CC I normally have to move or dispel before I start my heal, which gives more breathing time for DR to reset.
All that aside, I don't think putting spell locks on DR is the answer, because coordinated CC at least takes some.. well.. coordination.
Just to add a little comment, I think the idea behind the DR timers are a great idea on silences, just as I think about it, putting in a minimum duration would be all that is necessary, say minimize it at 1 second, or 2 seconds (thus not affecting shamans) and it could still prevent the 3 spells locking you out for 30 seconds or so, without making it so at a certain point people could cast with impunity. I'm not an avid pvper so I can't say I can justify this, but it makes sense to me that using a skill based timed interrupt should always have some value, and even if it was just about causing them an extra GCD, that would be fine, it's the fact that you eventually get ruined that seems the worst to me.
All of these rotations assume you land your CC .5 sec before the heal is finished casting.
The druid version, assuming no Light's Grace up (2.5s holy light):
[----- cut here -----]
This is only true 1vs1, if you don't use bubble, if you don't have the PvP trinket, if the druid doesn't get resisted anywhere in the chain and is willing to spend ~3000 mana. And if you allow the druid to stay in LoS/range of you (but getting out of range while being in healing range can get very hard).
True, it's still a very, very powerful combo. Not trying to say that it's not. But it looks better on paper than it is when actually applied ingame.
What about simply removing the interrupt aspect from the DR timer? So you can still interrupt with an immunitied Earth Shock, you just no longer get lockouts.
Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.
Just to add a little comment, I think the idea behind the DR timers are a great idea on silences, just as I think about it, putting in a minimum duration would be all that is necessary, say minimize it at 1 second, or 2 seconds (thus not affecting shamans) and it could still prevent the 3 spells locking you out for 30 seconds or so, without making it so at a certain point people could cast with impunity. I'm not an avid pvper so I can't say I can justify this, but it makes sense to me that using a skill based timed interrupt should always have some value, and even if it was just about causing them an extra GCD, that would be fine, it's the fact that you eventually get ruined that seems the worst to me.
Lock outs are different from Silences (i.e. you can bubble while silenced, but not while locked out).
I can see adding a DR on silences, or leaving interrupts on DR but still letting interrupts work without lockouts after the 3rd interrupt.
The (healer) complaints about silence and interrupts seem more to do with the effects of chaining them along with CC. What would happen if all CC was on the same DR?
The main problem is that it takes very little effort to run an interrupt train now. It's not even necessary, because of focus macros, to have the healer in question targeted.
While I understand that healing is very powerful and, if left unchecked, would make for some rather boring arena matches, speaking as a holy paladin, I have absolutely nothing in my favor after divine shield is dispelled or its duration is up. I've been CCed for 1m+ during some arena matches, between counterspell / spell lock / earth shock rotations with curse of tongues, polymorph and fear thrown in. I always try to position myself favorably during any lulls in action, but there's no way to outmaneuver a felhunter, and because the cast time of holy light will nearly always be at or greater than 2.5 seconds, I'm not really hard to lock down when I slip out of LOS, not to mention extremely susceptible to mana burns, drains, strings, etc. at that point.
Now, that is, of course, a worst case scenario, and often we can exact a degree of control over the opposing team. But it's still a rather depressing situation when it does occur, and there's absolutely nothing I can do about it when it does happen that isn't on a five minute cooldown and dispellable by a priest (which there seems to be at least one of on every team). It should also be noted that the five minute cooldown is almost invariably expended the second their assist train decides upon a target, so that we don't lose a member during initial burst.
Last edited by Palerut : 11/05/07 at 11:22 PM.
Reason: Spelling error!
Especially against melee characters, you can play against spell interrupts by playing chicken and cancelling the cast as they get in range. You still lose the spell you're casting but you can act for the next few seconds, which is always a welcome improvement. Granted, it's much harder against mage/shaman/felhunter, but a rogue breaking off from the assist train and running up is a red flag. Hm... shadowstep->kick, the new PvP interrupt? My arena score clearly indicates I'm not one to talk about what constitutes "good" arena play, but I have heard of players pulling stunts like that in 2v2 and 3v3.
I will also freely admit that CoT + felhunter is rough to the point of unfair on a pally.
On a lighter note, giving the Eye of Kilrogg a pet action bar seems to have accidentally given it a melee attack. There's a video of someone ganking flagged duelists outside of orgrimarr on filefront.
@Magekill: I think that's a pretty unfair assumption to make regarding the gear or skill level of a player.
Due to probability, someone could easily get all his desired drops from a given dungeon the first time through and be looking at a dozen more runs just to get revered. On the other hand, you could be well past exalted and still be waiting on something like Spaulders of the Righteous, of which there are really no alternatives (I'm sure we all have horror stories about that one item which refuses to drop).
I feel that skill and gear are both subjective enough measures to make using them as justifications for the revered requirement rather flimsy. Blizzard is already allowing us to inspect people's current talent builds with 2.3, so one should be able to make a reasonable determination whether or not someone is worth trying a heroic.
I'm inclined to get a Latro's, and possibly cover any hit rating gap with items like Romulo's Poison Vial to ensure that every attack lands. A very reasonable sacrifice to make in many situations where durability isn't the most important factor.
The problem with this idea is that bosses have significantly higher parry rates than 5%, more on the order of 12-15%. So making sure that every attack lands needs quite a significant investment in expertise.
(I haven't really noticed the boss parry rate brought up on these forums for some reason, however it is quite easy to confirm by just looking at a few wws parses)
The problem with this idea is that bosses have significantly higher parry rates than 5%, more on the order of 12-15%. So making sure that every attack lands needs quite a significant investment in expertise.
(I haven't really noticed the boss parry rate brought up on these forums for some reason, however it is quite easy to confirm by just looking at a few wws parses)
And you are 100% sure that the extra 5-7% are not from attacks of off-tanks or pets?
Why would WWS credit offtank or pet attacks to the tank? Also, recap/recount show exactly the same sort of numbers ingame.
Well, I heard about those high numbers before, but only for BT Bosses. As I'm in SSC/Eye I can't check my own combat log / recap.
For WWS.. well.. it is only a software. You know it has bugs? For instance it did had a long time a problem with DoTs.
Same goes for Recap. Or Procc Watch. Remember it counted buff gained and buff lost as procs so it had 200% the procs it acually had..
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Well, I just checked a log of our last Magtheridon Kill. We had a Feral Druid tanking, he got parried for about 13% which is a LOT! Next time I tank a 25 Boss I'll carefully checking my combatlog afterwards..
I'm not sure if this is a WWS issue. But if not.. damn..
What about simply removing the interrupt aspect from the DR timer? So you can still interrupt with an immunitied Earth Shock, you just no longer get lockouts.
That's fine for me in my 2v2 team, but still means that I'm screwing my mage partner if I ever earth shock someone he might want to CS. The whole point of Earth Shock is that it's a harrassing ability you can use frequently. Lumping it together with CS or Spell Lock at all is a problem for that reason. You're supposed to be ESing people frequently, and limiting the ability to do that pretty much guts the core of the skill.
While testing continues and a delay could possibly change these dates, we are currently planning to start Season 3 on November 20 once the realms come back up from their weekly maintenance. This means that Season 2 will come to a close when the realms come down for maintenance on November 20. During that maintenance the final standings are taken and the end of season rewards are distributed.
The start date for Season 3 is purposefully planned to be one week later than the release of patch 2.3, which is currently scheduled for November 13. We will be closely monitoring the testing of the 2.3 patch, and if it looks like it won’t make the November 13 date, we will announce a delay.
With the end of the current season all previous recipients of the end of season titles will have them removed, and the titles will be redistributed for participation in Season 2. A unique armored swift nether drake, visually distinguishable from the Season 1 reward, will be awarded to the top 0.5% of teams. We’ve recently added new requirements for a team to be counted when determining the top 0.5%, which can be found here: WoW Forums -> Important: Season 2 Team Qualification
FAQ
Q: Can I keep my title from Season 1 even if I haven’t participated in Season 2?
A: No, the seasonal titles are intended to be a reward for performance in the previous season. Similar to a sports title or award, it’s handed off or moved to different players/teams as their performance rises or declines throughout the seasons.
Q: What happens to my Nether Drake?
A: You will keep your Swift Nether Drake, and a new visually distinguishable Swift Nether Drake will be given to the top 0.5% of teams for their efforts in Season 2.
Q: So I’ve heard something about items having rating requirements?
A: Yes, the Season 3 weapons will have a personal rating requirement of 1850, and the shoulders will have a personal rating requirement of 2000.
Q: What is a “Personal Rating”?
A: We’re introducing an additional rating system with the start of Season 3 that will only track your personal games played, which you’ll be able to see through the in-game PvP interface. This rating will be used to determine the ability to buy specific items, and also to determine eligibility for the end of season rewards. The personal rating rises and declines using the same formula as the arena team rating, but only in games that you participate in. If you switch teams the rating will be reset to a default 1500. The personal rating is only used for the initial purchase of specific items, and isn't required that you maintain a rating to use them.
Q: What happens to the Season 1 and 2 items?
A: The Season 2 items will be priced the same as Season 1 is now, and the Season 1 items are moving to the honor system, purchasable with honor points and Battleground marks.
Q: What happens to my rating when Season 2 ends?
A: Ratings for all teams are reset to the default 1500 for the new season. You still keep your arena points though, they aren’t diminished or removed.
Q: When does Season 2 officially end?
A: Barring a delay, when the realms come down for maintenance on November 20.
Q: How sure are you that 2.3 will make a November 13 release?
A: Pretty sure, but there’s always the possibility for a delay. Due to the upcoming holidays any necessary delays to the release of the patch may require us to delay Season 3 into the start of December. We’re trying very hard to avoid that.
Q: Why isn’t Season 3 beginning with the release of the patch?
A: To help us focus on both a major content patch release, and start of a new season, we’re separating them by one week.
While I don't care much about the season3 part, it's nice info that they're actually giving a date for next patch. Guess I won't have to farm revered lower city then, just wait a week then I'll be able to heroic sethekk for my epic flight form, instead of running shadowlab for 150times like I did at BC launch.
I also need to get myself some honor this weekend, guess I'll skip partying and grind AB(I think it's AB?).
AB weekend is coming up, but I don't know if the new honor rewards will come on patchday (badge rewards certainly will, so melee types can get the new cloak at least).
Trolls and Dwaves racials are the same.
Nice change for orcs and humans, 5 expertise is better than 1% crit (in game and in budget) for melee.
So elemental shamans nerfs are still being looked into, and now the PTR is one week away from going live. I wonder what the chances of any positive changes being done for elemental shamans, and how this will affect them in raids, since all we give to a raid is one fairly small buff. This is very frustrating for me now, seeing Elementals get nerfed when in T6 WWS's I see enhancement usually outperforming elemental and of course mages getting buffed. Who knows, maybe they'll surprise us, but I have little hope for it now.
I seriously hope they change it to 1% crit and 1% hit or something. Otherwise hunter's get far too little benefit from the racial.
"Ranged" racials remains the same after the current patch.
Made a dwarf on the PTR a few minutes ago and the racial is still 1% crit with guns.
Same goes for trolls and their bow-specialization.