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Old 11/16/07, 9:19 PM   #501
Pyros
Always carry a white flag
 
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Undead Death Knight
 
Twisting Nether (EU)
Originally Posted by tmagalhaes View Post
This was documented.
In general, possession effects now use your main hotbar for target abilities instead of a pet bar.
Mind Control, the demons in the Shartuul event, Battle Tonks, they should all behave like this now.

And let me tell you, seing how pet bars are so prone to taint issues, I applaud this change.
Being able to use your normal bar keybinds for the abilities is a nice extra as well.
Didn't work on the Shaartul Transporter event, expected to so had deleted my special pet control bar, got owned cause I had to click stuff, sucked very much ^^. Might have to do with addons tho, I use bartender.


Originally Posted by Lord BEEF View Post
Druids in flight form can once again gather herbs. However you must be on the ground to do it where melee mobs can actually path to you, otherwise you'll get a "you are flying" error message. It's convenient without being exploitable like the old gathering was (back in 2.1 I think)
This is not new, at least I could do it last patch, don't know if it was broken at some point since my druid is new from 2.2, but I was doing it fine before this patch.
 
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Old 11/17/07, 2:30 AM   #502
Kazanir
Soda Popinski
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by Pyros View Post
Didn't work on the Shaartul Transporter event, expected to so had deleted my special pet control bar, got owned cause I had to click stuff, sucked very much ^^. Might have to do with addons tho, I use bartender.
It's Bartender. I had the same experience on Teron -- Bartender will overwrite the new "normal" functionality and give you the old separate pet bar with it's separate keybindings.

'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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Old 11/17/07, 4:45 AM   #503
cheebamonkey
Piston Honda
 
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Blood Elf Paladin
 
Bonechewer
Unless I missed this change in a past patch the GCD on wrath has been changed to 1 second meaning it can take full advantage of Nature's Grace.

11/17 02:31:22.029  Your Wrath hits Dr. Boom for 1269 Nature damage.

11/17 02:31:23.724  Your Wrath hits Dr. Boom for 1251 Nature damage.

11/17 02:31:25.469  Your Wrath hits Dr. Boom for 1251 Nature damage.

11/17 02:31:27.035  Your Wrath hits Dr. Boom for 1285 Nature damage.

11/17 02:31:28.459  Your Wrath crits Dr. Boom for 2520 Nature damage.

11/17 02:31:29.449  Your Wrath hits Dr. Boom for 1256 Nature damage.

11/17 02:31:31.484  Your Wrath hits Dr. Boom for 1239 Nature damage.

11/17 02:31:33.020  Your Wrath hits Dr. Boom for 1244 Nature damage.

11/17 02:31:34.820  Your Wrath hits Dr. Boom for 1249 Nature damage.

11/17 02:31:36.245  Your Wrath hits Dr. Boom for 1237 Nature damage.

11/17 02:31:37.871  Your Wrath hits Dr. Boom for 1272 Nature damage.

11/17 02:31:39.388  Your Wrath hits Dr. Boom for 1266 Nature damage.

11/17 02:31:41.007  Your Wrath hits Dr. Boom for 1285 Nature damage.

11/17 02:31:42.824  Your Wrath hits Dr. Boom for 1253 Nature damage.

11/17 02:31:44.512  Your Wrath hits Dr. Boom for 1270 Nature damage.

11/17 02:31:45.846  Your Wrath hits Dr. Boom for 1287 Nature damage.

11/17 02:31:47.737  Your Wrath crits Dr. Boom for 2578 Nature damage.

11/17 02:31:48.874  Your Wrath crits Dr. Boom for 2559 Nature damage.
 
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Old 11/17/07, 4:51 AM   #504
Krazen
Don Flamenco
 
Blood Elf Warlock
 
Turalyon
Heroic daily quests duplicatable?


I'm not sure whether this is possible, and I'll find out tomorrow, but here's my line of thinking:

On Thursday I picked up the Old Hillsbrad daily. I didn't complete it.

Heroics reset at 9 am this morning (Friday), at which point presumably the daily quest reset as well, to Mana Tombs. At this point, I still had OH in my quest log, even though it was yesteday's daily. Obviously, once I abandoned it, I couldn't get it back, since the dude only gave the MT daily.

But what if I completed OH today with yesterday's quest in my log?

Today I did MT in the afternoon. Daily quests reset at 12 AM. Even though I have aleady completed the MT daily, the MT quest was offered to me at 12:30.

I'm guessing that the quest giver will shift his heroic daily at 9 AM, so tomorrow can I do MT, hand it in, pick up the next daily, and hand that in as well?

If so this would be a repeatable process. Pick up yesterday's daily between 12 and 9 am, do it, pick up today's daily, do it, pick up today's daily between 12 and 9 am, etc.
 
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Old 11/17/07, 4:58 AM   #505
GSH
King Hippo
 
Human Paladin
 
Lethon
Originally Posted by Krazen View Post
If so this would be a repeatable process. Pick up yesterday's daily between 12 and 9 am, do it, pick up today's daily, do it, pick up today's daily between 12 and 9 am, etc.
You aren't able to pick up a daily quest after turning one in. If I turned in yesterday's quest, I can't pick up today's quest. Turning in an old daily counts as your daily for that questgiver.
 
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Old 11/17/07, 5:08 AM   #506
Krazen
Don Flamenco
 
Blood Elf Warlock
 
Turalyon
Originally Posted by GSH View Post
You aren't able to pick up a daily quest after turning one in. If I turned in yesterday's quest, I can't pick up today's quest. Turning in an old daily counts as your daily for that questgiver.
Ah, so there is no way to hand in 2 in any given 24 hour daily cycle. I guess it is still possible, though, to double up on something like Steamvaults or Slave Pens, especially if the next one is something retarded like Arcatraz.
 
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Old 11/17/07, 5:34 AM   #507
Sapp
Great Tiger
 
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Human Paladin
 
<NI>
Detheroc
Or you can do your dailies right before the daily-reset at 4 AM, thus doing double dailies every other day and getting a day "off" from them.
 
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Old 11/17/07, 9:49 AM   #508
Xanrag
Von Kaiser
 
Dwarf Priest
 
Outland (EU)
The Lurker Below no longer waits until his dive cooldown is up, he comes right back as soon as the last add is dead.

And from the patch notes:

Mr. Pinchy: This item no longer destroys itself when its charges run out. This resolves some bugs that occurred when its final charge was used.
This does not seem to be retroactive, the two Mr Pinchies I'd saved in the bank destroyed themselves.
 
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Old 11/17/07, 11:38 AM   #509
Sayessa
Von Kaiser
 
Human Warlock
 
Antonidas (EU)
Originally Posted by cheebamonkey View Post
Unless I missed this change in a past patch the GCD on wrath has been changed to 1 second meaning it can take full advantage of Nature's Grace.

11/17 02:31:28.459  Your Wrath crits Dr. Boom for 2520 Nature damage.

11/17 02:31:29.449  Your Wrath hits Dr. Boom for 1256 Nature damage.

11/17 02:31:31.484  Your Wrath hits Dr. Boom for 1239 Nature damage.
I don't get it. There are still three seconds between the casts. The second wrath hits 1 second after the first, and the third 2 seconds after the second. You still don't gain any dps from Nature's Grace while chaincasting wrath.
 
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Old 11/17/07, 12:01 PM   #510
 Falk
Soda Popinski
 
Night Elf Druid
 
Frostmourne
Originally Posted by Sayessa View Post
I don't get it. There are still three seconds between the casts. The second wrath hits 1 second after the first, and the third 2 seconds after the second. You still don't gain any dps from Nature's Grace while chaincasting wrath.
I agree... first thing I did when reading the post was to go test out wrath, and it was still 1.5 seconds for me; unless it's specifically a GCD after a Grace proc that goes down to 1 second due to some new mechanic at play.

On a semi-related note, one thing I've never been able to figure out is why Mangle (Bear) activates a 1-second GCD. Every other bear ability that activates GCD is 1.5 seconds.

#elitistjerks
<^clicker> nice job trying to troll but you're a fucking idiot because i wasn't responding to you
<^clicker> this is the channel for serious discussion of important world of warcraft issues i believe youre looking for /b/ get lost scrub
...
<^clicker> do you act like this all the time
 
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Old 11/17/07, 2:04 PM   #511
cheebamonkey
Piston Honda
 
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Blood Elf Paladin
 
Bonechewer
Originally Posted by falkon2 View Post
I agree... first thing I did when reading the post was to go test out wrath, and it was still 1.5 seconds for me; unless it's specifically a GCD after a Grace proc that goes down to 1 second due to some new mechanic at play.

On a semi-related note, one thing I've never been able to figure out is why Mangle (Bear) activates a 1-second GCD. Every other bear ability that activates GCD is 1.5 seconds.

Perhaps I posted too much, please direct your attention to the wraths following the crits as thats the only time this is applicable.

11/17 02:31:27.035  Your Wrath hits Dr. Boom for 1285 Nature damage.

11/17 02:31:28.459  Your Wrath crits Dr. Boom for 2520 Nature damage.

11/17 02:31:29.449  Your Wrath hits Dr. Boom for 1256 Nature damage.
notice the time between is slightly under 1 second while the time between a hit and a crit is 1.5 seconds. And yes, this obviously requires natures grace. As stated they seem to have lovers the GCD on the spell like you see during heroism/bloodlust, I said nothing in regards the the cast time, which is what you are looking at.

What this means is that Wrath now gains the benifit of Natures Grace making a chain wrath spam dps cycle for a moonkin druid much more viable then it was previously.
 
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Old 11/17/07, 2:38 PM   #512
Xerophyte
This space intentionally left blank
 
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Tauren Druid
 
Earthen Ring (EU)
No one is disputing that the next wrath after a crit is .5 seconds faster, however this has nothing to do with cooldown. Look at the log part Sayessa highlighted again.
11/17 02:31:28.459  Your Wrath crits Dr. Boom for 2520 Nature damage
11/17 02:31:29.449  Your Wrath hits Dr. Boom for 1256 Nature damage
11/17 02:31:31.484  Your Wrath hits Dr. Boom for 1239 Nature damage
Specific timeline here is...

0 Seconds: You crit, proc NG and start the next cast.
1s: Your hasted Wrath hits.
1.5s: Cooldown from the hasted Wrath is over, next cast starts.
3s: Your non-hasted Wrath hits.

When the Wrath hit directly following a crit occurs is irrelevant of global cooldown, the interesting factor is when the next cast after that can start. According to the log you posted this is after 1.5 seconds, still. Also, Bloodlust/Heroism doesn't affect global cooldown, as tested and proven in this this thread.
 
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Old 11/17/07, 4:36 PM   #513
cheebamonkey
Piston Honda
 
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Blood Elf Paladin
 
Bonechewer
Originally Posted by Xerophyte View Post
No one is disputing that the next wrath after a crit is .5 seconds faster, however this has nothing to do with cooldown. Look at the log part Sayessa highlighted again.
11/17 02:31:28.459  Your Wrath crits Dr. Boom for 2520 Nature damage
11/17 02:31:29.449  Your Wrath hits Dr. Boom for 1256 Nature damage
11/17 02:31:31.484  Your Wrath hits Dr. Boom for 1239 Nature damage
Specific timeline here is...

0 Seconds: You crit, proc NG and start the next cast.
1s: Your hasted Wrath hits.
1.5s: Cooldown from the hasted Wrath is over, next cast starts.
3s: Your non-hasted Wrath hits.

When the Wrath hit directly following a crit occurs is irrelevant of global cooldown, the interesting factor is when the next cast after that can start. According to the log you posted this is after 1.5 seconds, still. Also, Bloodlust/Heroism doesn't affect global cooldown, as tested and proven in this this thread.
Duh, I knew I was forgetting something. It was too good to be true to be quite honest, since I don't play a moonkin as my main I've never been too hung up over this but it suprises me that the moonkin comunity isn't up in arms over this issue. Thanks.
 
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Old 11/17/07, 7:22 PM   #514
starsin
Glass Joe
 
Blood Elf Priest
 
Dentarg (EU)
Just tested starshards again. In the first post i was wrong. It actually reduces the time in between the ticks and so you will always get all five ticks. With the Mystical Skyfire Diamond proc you will get 7,5 seconds starshards that will tick for x damage every 1,5 seconds (does not consume the proc), with the use effect of The Skull of Gul'dan its x dmg every 2,7 seconds etc.

It looks like some spellhaste mechanic for dots is already in the game (maybe accidentaly) like it was the case with the guardian/battle elixiers where some clients had the buff description 1-2 patches earlier ingame even before they announced or changed it. Maybe we will see something like that in a few months in the future for other dots.


Edit: Another thing worth mentioning. Without passive haste and the use effect of the Skull of Gul'dan a Mindflay lasts 2,7 seconds, thats 0,3 seconds shorter than the normal channeling time. With some passive haste items equipped (-0,26 seconds for Mindflay) and the use effect of the Skull of Gul'dan a Mindflay lasts 2,49 seconds. Thats a loss of 0,04 seconds. The same goes for all item with passive haste. One equipped item with spell haste offers a larger bonus than it would be if its combined with some other spell haste items.

Edit 2: Ok, looks like this were old news. Spell haste always takes your already active haste rating and the resulting cast time into account and than adds the new spell haste bonus in percentage.

Last edited by starsin : 11/17/07 at 8:16 PM.
 
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Old 11/17/07, 8:54 PM   #515
PSGarak
Bald Bull
 
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Undead Warlock
 
Hyjal
I suspect what's going in is, Starshards still has some pieces of channeling code left in it after being changed into a DoT.

 
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Old 11/18/07, 4:56 AM   #516
Davia
Piston Honda
 
Human Death Knight
 
Turalyon
Originally Posted by Kyth View Post
One of our tanks just told me that nightmare seeds seem to have moved from a 2 minute cooldown to a 3 minute cooldown (also puts your HS on a 3 minute cooldown.)

I'd test, but there aren't any on the AH right now and I don't have any.
Nightmare Seeds were always a 3 minute cooldown.
 
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Old 11/18/07, 1:27 PM   #517
Lujaar
Hero Conditioner
 
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Orc Death Knight
 
Mal'Ganis
Surprised no one's mentioned this yet, but Flurry is currently bugged. If you crit with only one charge of flurry remaining, the crit doesn't refresh your flurry stack, and consumes the last charge to boot. Seems to be true for both warriors and shamans.
 
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Old 11/18/07, 1:41 PM   #518
Sieta
Glass Joe
 
Night Elf Hunter
 
Ner'zhul
New Ammo Vendors in Shatt

I don't know how many people missed this, but there are now Ammo Vendors in Shatt who sell all of the specialty types of ammow including, Warden,Timeless and Mysterious Arrows. This wasn't included in the patch notes, so I had still been flying to CoT to get my timeless arrows.

From wow insider

"MMO Champion has reported that new "Specialty Ammunition Vendors" have been discovered on the PTR in patch 2.3. These vendors, Archer Delvinar and Marksman Bova, can be found in once empty structures in the Scryer and Aldor areas, respectively, in Shattrath City. Not only do they sell the best types of normal vendor ammunition outside of Halaa, but they also stock ammunition that has reputation requirements. Instead of running over to the Cenarion Refuge in Zangarmarsh every time you need to stock up on Warden's Arrows, you can now buy the same ammo in Shattrath.

The same vendors also carry ammunition that is currently only available from vendors in Honor Hold/Thrallmar and the Caverns of Time. Currently the cost of all the ammunition sold by these vendors appears to be tied to Aldor/Scryer reputation level, but still requires the specified faction requirement to actually purchase and use.

Of course, the best news is that these vendors also carry a new type of ammunition. The Mysterious Arrows and Mysterious Shells require revered reputation with the Violet Eye and provide 46.5 additional damage per second. A stack of 200 costs 1 gold without any price reductions from reputation."
 
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Old 11/18/07, 2:19 PM   #519
nevesola
Glass Joe
 
Blood Elf Hunter
 
Terenas
Running around mining I noticed that Hunters can now only Wyvern sting a single mob at a time now. I'm assuming this goes along with the changes to the hunters freezing trap that only allows one mob to be trapped at a time. Rather irritating, and makes Readiness all the more useless.

To clarify; if one mob is sleeped already and you use readiness to finish the CD on Wyvern sting, the sleeped mob will break out of sleep the instant the shot is fired(even before it hits the second target). I have tried this three times and got the same result each time.

I would at least wish the tooptip was updated to indicate this limited CC.
 
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Old 11/18/07, 7:23 PM   #520
PSGarak
Bald Bull
 
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Undead Warlock
 
Hyjal
Does the original sting target still break even if the second target resists? I'm assuming hit/miss is still rolled upon firing, not upon landing, like most spells were changed to a while back.

 
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Old 11/18/07, 7:37 PM   #521
Gorb
Von Kaiser
 
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Tauren Shaman
 
Bonechewer
I searched the thread and saw no mention of this which is kind of surprising.

I'm quoting a guildmate here:

2.3 Warrior Intercept/Charge/Intervene Bug

In 2.3 they changed how the pathing for these abilities work. Now, in a lot of situations where charging would normally, and incorrectly, fail, it works successfully, making the abilities more worthwhile. However, as an unexpected side effect, as long as the conditions for the charge to work are true (target in range, valid target, target in line of sight, a path to the target exists) then other factors are not taken into account, such as viability of the existing path.

Here's an example that really shows the power of this. You're in the flag room of WSG and your friend is on the roof looking down into the room. Target your friend and hit intervene. Before, this would fail. Now, technically you are in range and a path *does* exist, so it shoots your character out of the room, down the tunnel, around the base, up to the roof and to the feet of your friend. Quite a convenient escape route.

If you were in SSC and fell into the water, get a friend close to the edge and intervene them, and you'll sprint away from the fishies, up the nearest pipe and back to the raid... just be careful of where exactly the 'best path' is in relation to trash packs.

Basically, if any part of the path of the charge was out of range of the ability, it used to fail. Now this limitation has been removed to make it more 'flexible' and there are hundreds of possible applications to this. Try it in WSG and get a feel. It's awesome.
 
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Old 11/18/07, 7:44 PM   #522
Villeraz
Von Kaiser
 
Undead Warlock
 
Greymane
I've also noticed an odd issue introduced, I believe, with this patch.

When zoning into a raid instance that you were not saved to (so joining a raid later in the week), you get the 'not your instance' window, and you must zone out and back in, as if they checked whether you belonged or not before you officially were saved to that raid id. This has happened consistently for two raids, for several of my guildies.

Also, the new latency changes seem to have altered the behaviour of my mount/dismount macro. Namely, it now attempts to remount me after I dismount. I believe this might be because the conditional is being checked at a different time, perhaps server-side.
 
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Old 11/18/07, 8:07 PM   #523
Tyrian
King Tyrian
 
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Human Mage
 
Blackrock
When zoning into a raid instance that you were not saved to (so joining a raid later in the week), you get the 'not your instance' window, and you must zone out and back in,
Can confirm it happened to me. I was running an alt into an empty Zul'Aman for the 20 slot bag quest and got the 'You are not in this groups instance' port notification. After zoning out->in again it dissappeared.
 
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Old 11/18/07, 8:36 PM   #524
faces
Glass Joe
 
Undead Warlock
 
Duskwood
Originally Posted by Gorb View Post
Basically, if any part of the path of the charge was out of range of the ability, it used to fail. Now this limitation has been removed to make it more 'flexible' and there are hundreds of possible applications to this. Try it in WSG and get a feel. It's awesome.
I've found I'm having intercept/charge/intervene issues in places I never did before, even though I can scale mountains and buildings to reach people.

Things like rocks and flags in AB, edges of ramps in the Nagrand arena, slight hills in AV (around Balinda) have all given me the No Path Available error, depending on how close I am to the edge of the object. Taking a few steps back or sideways fixes it.
 
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Old 11/18/07, 9:58 PM   #525
Tojara
Piston Honda
 
Orc Death Knight
 
Bonechewer
Location: Blades Edge Arena

Anyways we were doing 2's the other day and I had gouged this Warrior so I could run after the druid who was drinking at the top of the bridge. The Warrior was near the pillar thing in the middle where the stealth detection thingy spawns. I was on top of the bridge and he was on the ground. Simply put when the gouge wore off he intercepted my ass from on the ground up to me. It didn't seem to matter that there was height issues, the ramp or the pillar at the top of the ramp.

Now maybe this is how its suppose to work, but i've been getting a lot of these things hapening in Blades Edge, where I am without a doubt out of LoS but still getting intercepted. As Gorb mentioned this was posted on our guild forums.
 
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