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01/10/08, 12:02 AM
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#101
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Bald Bull
Blood Elf Paladin
Echo Isles
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I can confirm that the [Bracing Earthstorm Diamond] has had its requirements changed, as I bought one from the AH just this morning to change metas.
The "requires more yellow gems than red gems" has been dropped, and only the "requires more red gems than blue gems" remain.
This is a great change, as it drastically relaxes the complexity of juggling colors while retaining set bonuses.
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01/10/08, 2:35 AM
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#102
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Hell bent for leather
Orc Hunter
Lightbringer (EU)
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Originally Posted by Howitzer
- Boat and zeppelin vendors and NPCs are back on duty.
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Not on my server they ain't. 
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Dr. Frederick Frankenstein: Igor, help me with the bags.
Igor: Soitenly. You take the blonde, I'll take the one in the turban.
Dr. Frederick Frankenstein: I was talking about the luggage.
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01/10/08, 2:42 AM
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#103
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Collateral Damage
Undead Priest
Whisperwind
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Originally Posted by mek
It's the cubes at Coruu for a Kirin'Var chain. I figured a workaround; you can rightclick the cubes in the brief moment your camera is zooming out after you hit zoom out (mouse scroll for me). Should work with whatever other doodads are currently broken, as well.
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I noticed I only have had this problem after I got some random UI error pop-up (which I never really read, and seemed to happen at any time, although usually after I looted people in AV). Relogging fixed it for me. Restarting the UI would probably fix it, too.
Edit: This was in 2.3 btw, I haven't seen it yet in 2.3.2.
Last edited by ildon : 01/10/08 at 2:48 AM.
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01/10/08, 2:59 AM
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#104
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Von Kaiser
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It's no longer possible to kick/pummel the anti-magic shield that the Banshees cast on Hyjal trash spawns - all other interrupts(stun incapacitate etc) all still work, though, for whatever reason.
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01/10/08, 4:06 AM
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#105
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Don Flamenco
Tauren Druid
Steamwheedle Cartel
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Originally Posted by Tinkerfizzle
It's no longer possible to kick/pummel the anti-magic shield that the Banshees cast on Hyjal trash spawns - all other interrupts(stun incapacitate etc) all still work, though, for whatever reason.
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Lots of abilities work like this. Slam, for instance.
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01/10/08, 4:20 AM
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#106
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Von Kaiser
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Previously posted
It should be noted that Crusader Strike (Retribution) is 115-116% of your attack, not 110% as the patch notes have listed.
As well, Hemorrhage is 120% of your attack, not 110% as listed in the patch notes.
I'm not sure if Sinister Calling always had the tooltip it does now, 5% more agility and +2% bonus damage to Backstab and Hemorrhage. If it always has been, well.. I'm no Hemo rogue, So I never noticed it before now. (Heck, it took a warrior in my guild for me to even notice Hemo wasn't the same as the patch notes listed)
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Edit:
As the following poster have said, the difference i've seen between what the patch notes read and what the tooltips say is because of items/talents. I don't recall my CS ever increasing the listed tooltip damage before though, which messed me up there.
As for the Hemo Rogue part, I was using my friends Hemo Rogue, saw the difference and didn't think that the talent sheet would update for the new numbers.
In other words, My mistake, thanks for the corrections.
Last edited by Helot : 01/11/08 at 4:27 PM.
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Chaith logs on
<zyl> Actually, I do like my paladin. He's fun to play, but don't tell Chaith.
<chaith> Looks like i logged in at the right time
<zyl> ....
<zyl> I pressed enter half a second after you logged on.
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01/10/08, 4:25 AM
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#107
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Don Flamenco
Human Rogue
Laughing Skull
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Originally Posted by Helot
It should be noted that Crusader Strike (Retribution) is 115-116% of your attack, not 110% as the patch notes have listed.
As well, Hemorrhage is 120% of your attack, not 110% as listed in the patch notes.
I'm not sure if Sinister Calling always had the tooltip it does now, 5% more agility and +2% bonus damage to Backstab and Hemorrhage. If it always has been, well.. I'm no Hemo rogue, So I never noticed it before now. (Heck, it took a warrior in my guild for me to even notice Hemo wasn't the same as the patch notes listed)
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Hemorrhage is 110% by default, and 120% after the +10% from Sinister Calling. This is me scratching my head in confusion.
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01/10/08, 4:32 AM
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#108
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Glass Joe
Undead Rogue
Stormrage (EU)
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Originally Posted by Helot
I'm not sure if Sinister Calling always had the tooltip it does now, 5% more agility and +2% bonus damage to Backstab and Hemorrhage. If it always has been, well.. I'm no Hemo rogue, So I never noticed it before now. (Heck, it took a warrior in my guild for me to even notice Hemo wasn't the same as the patch notes listed)
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Sinister Calling after patch is supposed to grant +1% Agility and +2% bonus damage to Backstab and Hemorrhage for each talent point spent on it (the underlined part has been added in this patch, as the patch notes say); thus a rogue with 5 points in Sinister Calling should have 120% bonus damage from Hemorrhage as you noticed (110% base + 10%).
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And there shall be wailing,
And gnashing of teeth...
And great loss of experience!
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01/10/08, 4:33 AM
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#109
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Piston Honda
Blood Elf Death Knight
Frostwhisper (EU)
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Originally Posted by Helot
It should be noted that Crusader Strike (Retribution) is 115-116% of your attack, not 110% as the patch notes have listed.
As well, Hemorrhage is 120% of your attack, not 110% as listed in the patch notes.
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Are you sure you're not just including the Gladiator Glove bonus for CS and the Sinister Calling bonus for Hemo in as base values by accident?
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01/10/08, 4:39 AM
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#110
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Don Flamenco
Blood Elf Paladin
Argent Dawn (EU)
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Originally Posted by Sirloin
Wow and Ventrilo: I use CTRL for my push-to-talk key and this was not functioning at all while playing wow. I had to alt-tab to vent to talk. Anyone else have similar problems?
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I've had that problem since 2.3. Worked fine before that.
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01/10/08, 4:53 AM
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#111
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Bald Bull
Blood Elf Paladin
Echo Isles
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It should be noted that Crusader Strike (Retribution) is 115-116% of your attack, not 110% as the patch notes have listed.
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The Season 3 Ret Gloves increases CS damage by 5%.
5% of 110% is 5.5%
When the 5.5% is added to the 110% in the tooltip, it gets translated into 115-116%.
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01/10/08, 6:49 AM
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#112
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Glass Joe
Troll Priest
Bloodscalp (EU)
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Originally Posted by KooZ
1st attempt akama : 'normal' pull
2nd attempt : bugged again...
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confirmed ;>
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01/10/08, 8:42 AM
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#113
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King Hippo
Orc Shaman
Blackrock (EU)
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Yeah, we also had Akama bugging out last night on the second pull after our first pull was a little bit...premature. On the first pull he acted as he was supposed to do.
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01/10/08, 8:43 AM
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#114
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Glass Joe
Human Warrior
Wrathbringer (EU)
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I registered a rather funny bug in WSG, and it only works in alliance flag room (I'm alliance). When I'm standing down in the flag room and someone's on the balcony border, and I go into intercept range (technically) and hit intercept, my warrior turns around, runs out of the flag room, up the ramp and to the balcony and stuns the target, all of it at intercept speed (you're there in the blink of an eye). Does not work with Charge, and not in Horde flag room.
So I'm actually intercepting over about 125 meters range. It does not work all the time but I had it at least once in every WSG match. Anyone ever seen that? I could suppose it has to do with the improved pathing of intercept/charge but I thought that one was implemented earlier.
Also, if I have auto-run turned on and in Alterac I go into a horde or alliance tower with stairs at the beginning (for example, dun baldar bunker, first stairs) I stop automaticall at the stairs and can't move back or forth anymore and am stuck at the border of the stair. usually I have to use intercept on an enemy target or intervene on a friendly to get away, sometimes jumping like a madman helps as well.
Those are the two I noticed as a warrior. Oh, and as I'm an engineer, they didn't fix windy clouds it seems. Also there are still some that are completely unreachable (they've could at least make the extractor usable on a flying mount if you're flying with the engineer mount).
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01/10/08, 8:47 AM
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#115
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Bald Bull
Orc Death Knight
Talnivarr (EU)
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Originally Posted by Eustach
I registered a rather funny bug in WSG, and it only works in alliance flag room (I'm alliance). When I'm standing down in the flag room and someone's on the balcony border, and I go into intercept range (technically) and hit intercept, my warrior turns around, runs out of the flag room, up the ramp and to the balcony and stuns the target, all of it at intercept speed (you're there in the blink of an eye). Does not work with Charge, and not in Horde flag room.
So I'm actually intercepting over about 125 meters range. It does not work all the time but I had it at least once in every WSG match. Anyone ever seen that? I could suppose it has to do with the improved pathing of intercept/charge but I thought that one was implemented earlier.
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Erm, that's been like this since 2.3?
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01/10/08, 8:51 AM
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#116
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Glass Joe
Human Warrior
Wrathbringer (EU)
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Originally Posted by Illundai
Erm, that's been like this since 2.3?
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yes I know this from reading but I didn't have any of these bugs actually until yesterday (in europe, wednesday is patchday).
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01/10/08, 9:14 AM
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#117
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lobstar!!
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Yikes, I had no idea an unbugged Akama would give so many guilds trouble? Months of easy mode has made slackers out of you guys!
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01/10/08, 9:49 AM
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#118
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Glass Joe
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We, for one guild, have never seen an unbugged Akama, as far as I know! We're a bit late to the party (have only been in BT since mid November), but that's still 5-6 buggy kills. I'm sure we're not the only ones.
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01/10/08, 10:45 AM
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#119
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Piston Honda
Blood Elf Death Knight
Mug'thol
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Yeah we've had no opportunity to kill an unbugged Akama. We got into BT around early December, and have killed him 6 times since. On 5 of 6 kills he's been bugged on the first pull. On the remaining try, he was unbugged, we set up as normal, pulled, and wiped...when he respawned he was bugged. At this rate we're gonna be working on Illidan and have to take time out to learn Akama if they ever fix him.
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01/10/08, 10:45 AM
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#120
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Von Kaiser
Night Elf Death Knight
Bronzebeard (EU)
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Akama was bug free ( blessedly ) and fairly easy last night
I froze for some strange reason mid Najentus fight and could not move or cast. most annoying
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"To bathe a cat takes brute force, perseverance, courage of conviction - and a cat.
The last ingredient is usually hardest to come by."
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01/10/08, 10:50 AM
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#121
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foreign contaminant
Orc Death Knight
Mal'Ganis
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The official list of bugs notes that Blessing of Protection can be cast while Blinded; we discovered last night that Cleanse can be as well.
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Originally Posted by Betsy
SHOULDA SUCKED DAT DICK!
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01/10/08, 1:30 PM
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#122
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Don Flamenco
Orc Shaman
Azjol-Nerub (EU)
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Originally Posted by Tinkerfizzle
It's no longer possible to kick/pummel the anti-magic shield that the Banshees cast on Hyjal trash spawns - all other interrupts(stun incapacitate etc) all still work, though, for whatever reason.
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I've never been able to earthshock it, so I doubt kick/pummel ever worked, and my rogues seem to be agreeing on that one as well.
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01/10/08, 1:42 PM
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#123
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Don Flamenco
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Originally Posted by pinchet
Yikes, I had no idea an unbugged Akama would give so many guilds trouble? Months of easy mode has made slackers out of you guys!
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It's too bad there's no way to learn him the right way. We've had three chances (first attempt of the night) to try him unbugged, but progress is slow because attempts are one or two weeks apart.
Hopes were high that we'd be able to cross this boss off our list finally last night (after the patch), but he was bugged once again.
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01/10/08, 2:01 PM
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#124
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Von Kaiser
Undead Warlock
Hyjal (EU)
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Originally Posted by Tinkerfizzle
It's no longer possible to kick/pummel the anti-magic shield that the Banshees cast on Hyjal trash spawns - all other interrupts(stun incapacitate etc) all still work, though, for whatever reason.
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"Stun incapacitate" are not interrupts, that's why they work.
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01/10/08, 2:24 PM
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#125
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Filibuster vigilantly
Human Warrior
Bronzebeard
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Originally Posted by Stopokingme
I've never been able to earthshock it, so I doubt kick/pummel ever worked, and my rogues seem to be agreeing on that one as well.
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You are correct, Pummel, Shield Bash, and Kick never worked to interrupt the shield. It has always had to be a stun/incapacitate effect.
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