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Old 04/01/08, 3:26 PM   54 links from elsewhere to this Post. Click to view. #451 (permalink)
Glass Joe
 
Human Warrior
 
Draenor (EU)
Does anyone know if this mini-patch reverts the sound changes to certain abilities? The new sound for Whirlwind sounds like a belt-sander overloading, and it's very annoying.
 
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Old 04/01/08, 3:34 PM   #452 (permalink)
Glass Joe
 
Gnome Rogue
 
Detheroc
For more anecdotal evidence, 3's queues were measured in seconds last night for us on Detheroc. I hardly had time to run out of the military ward before we were up again (rather annoying, since I had forgotten I was out of crippling poison).
 
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Old 04/01/08, 3:35 PM   #453 (permalink)
Don Flamenco
 
Tauren Warrior
 
Ner'zhul
Originally Posted by Thessaly View Post
I didn't see this anywhere, the Sisters of Pain/Pleasure before Mother now have a shared health buff, much like the Broken Slaves in Zangarmarsh.
You can also remove it with interrupts for some reason.
 
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Old 04/01/08, 4:21 PM   #454 (permalink)
Great Tiger
 
Emeraude's Avatar
 
Night Elf Warrior
 
Sargeras
For those that were discussing Warrior's intercept earlier in the thread on Archimonde. I found that if you max range melee DPS him(Like back all the way up as far as possible while still hitting him) you can intercept back to the ground like we usually do with no complications or difficulties.
 
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Old 04/01/08, 11:24 PM   #455 (permalink)
Glass Joe
 
Troll Warrior
 
Tichondrius
Originally Posted by Emeraude View Post
For those that were discussing Warrior's intercept earlier in the thread on Archimonde. I found that if you max range melee DPS him(Like back all the way up as far as possible while still hitting him) you can intercept back to the ground like we usually do with no complications or difficulties.
Just wondering, does your "as far as possible while still hitting him" include whirlwind hitting him? I was "fairly" certain that I was at max range to hit with WW (backing out any further resulted in everything except WW hitting) a couple of days back but still wasn't able to intercept back in; obviously at the time I did not know about the workaround to the intercept problems so I'm not 100% certain.
 
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Old 04/01/08, 11:35 PM   #456 (permalink)
Great Tiger
 
Emeraude's Avatar
 
Night Elf Warrior
 
Sargeras
Originally Posted by biatch0 View Post
Just wondering, does your "as far as possible while still hitting him" include whirlwind hitting him? I was "fairly" certain that I was at max range to hit with WW (backing out any further resulted in everything except WW hitting) a couple of days back but still wasn't able to intercept back in; obviously at the time I did not know about the workaround to the intercept problems so I'm not 100% certain.
Mine was definitely hitting him, yes.
 
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Old 04/02/08, 12:04 AM   #457 (permalink)
Glass Joe
 
Troll Warrior
 
Tichondrius
Ok, just checking, thanks. I forgot to have a look at your warrior race when I originally posted and was wondering if this was going to be yet another fight where the long arms of taurens would prove OP yet again. Fortunately you're a NE
 
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Old 04/02/08, 5:18 AM   2 links from elsewhere to this Post. Click to view. #458 (permalink)
Von Kaiser
 
Night Elf Hunter
 
Barthilas
A very very minor change I just noticed: the small panther that my Shaman's [Figurine - Nightseye Panther] spawns on use no longer does its distressing death animation when the buff fades. Instead it just fades away.
 
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Old 04/02/08, 5:28 AM   7 links from elsewhere to this Post. Click to view. #459 (permalink)
Von Kaiser
 
Spink's Avatar
 
Night Elf Druid
 
Frostwolf
Today's mini patch made all NPCs in normal (and presumably heroic) Magister's Terrace give reputation at their previous levels so it's back to 2k per normal run.
 
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Old 04/02/08, 5:56 AM   6 links from elsewhere to this Post. Click to view. #460 (permalink)
Von Kaiser
 
Night Elf Druid
 
Khadgar
The bombing run has been changed - sorcerers now die in one hit, pit overlords in 2 (down from 2 and 3).

The darkmoon card Madness "proc" has been changed - before it used to say "<name> says, 'This is madness!'" in the npc-say colour, now it just has "This is madness!" in the system message colour. (not quite sure why that changed, but anyway).
 
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Old 04/02/08, 9:17 AM   #461 (permalink)
Glass Joe
 
Human Warlock
 
Shadowsong (EU)
Originally Posted by Spink View Post
Today's mini patch made all NPCs in normal (and presumably heroic) Magister's Terrace give reputation at their previous levels so it's back to 2k per normal run.
Sorry but when and how was this changed?
 
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Old 04/02/08, 12:24 PM   #462 (permalink)
Glass Joe
 
Orc Hunter
 
Zul'Jin
Hunters are able to overwrite (possibly refresh) each others' marks now.

In the past, if you marked a boss, you had to refresh the mark (assuming it had been shot at least once). This is no longer the case. Any hunter can cast over yours. Imp mark can cast over non-imp mark and non-imp mark can cast over imp mark.

The question is, does "reset" the mark and act as an overwrite or does act as a refresh?
How does this interact with imp mark?

Has anyone noticed this or done any tests? I have been meaning to test the +AP boost on long standing mark refreshed by another player using serpent sting. Since it's a flat value effected by AP a simple Dr. Boom test should be able to tell us whether overwritting someone else's mark resets the AP or just refreshes the timer.
 
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Old 04/02/08, 12:43 PM   #463 (permalink)
Don Flamenco
 
Blood Elf Paladin
 
Staghelm
Originally Posted by Vaeys View Post
The darkmoon card Madness "proc" has been changed - before it used to say "<name> says, 'This is madness!'" in the npc-say colour, now it just has "This is madness!" in the system message colour. (not quite sure why that changed, but anyway).
Probably so that it only shows up for you.
 
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Old 04/02/08, 1:44 PM   #464 (permalink)
Makes excuses, does not produce results!
 
Night Elf Priest
 
Dragonblight
Originally Posted by achille View Post
Sorry but when and how was this changed?
It gave substantially less in normal mode the last couple of days. I always assumed this was because I hit revered, apparently it was across the bored. The reputation gained has more than doubled for me in regular mode. As far as heroic goes, I never noticed a change, but thats just me.
 
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Old 04/02/08, 2:25 PM   #465 (permalink)
Von Kaiser
 
Human Warrior
 
Eonar
This undocumented fix was in 2.4.0. Search brought up nothing so

-Al'ar. warriors can no longer spell reflect flame patches
 
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Old 04/02/08, 2:37 PM   #466 (permalink)
Glass Joe
 
Night Elf Druid
 
Deathwing
Originally Posted by Jebraltar View Post
Probably so that it only shows up for you.
No it shows up for everyone. I recall seeing just the phrase "This is Madness" during a BF run yesterday. Then again it is blizzard, not much they ever do makes sense.

Edit: Didn't think to mention that I do not own the trinket, so it was not a proc from my character.
 
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Old 04/02/08, 3:21 PM   #467 (permalink)
Glass Joe
 
Human Warrior
 
Cenarius
Originally Posted by Vaeys View Post
The bombing run has been changed - sorcerers now die in one hit, pit overlords in 2 (down from 2 and 3).

The darkmoon card Madness "proc" has been changed - before it used to say "<name> says, 'This is madness!'" in the npc-say colour, now it just has "This is madness!" in the system message colour. (not quite sure why that changed, but anyway).
Are you sure it's not because of the amount of damage you're doing with a bomb? The bombs have a base dmg of 60k or so, but mostly only do 25% damage with some uncommon 50%. 75% is very rare and I've never seen a 100% hit. The sorcerors would always die in one hit if you got lucky before.
 
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Old 04/02/08, 3:51 PM   #468 (permalink)
Von Kaiser
 
Night Elf Druid
 
Khadgar
Originally Posted by zliplus View Post
Are you sure it's not because of the amount of damage you're doing with a bomb? The bombs have a base dmg of 60k or so, but mostly only do 25% damage with some uncommon 50%. 75% is very rare and I've never seen a 100% hit. The sorcerors would always die in one hit if you got lucky before.
I ran it 3 times yesterday - all had the sorcerers dying in one hit, pit lord in 2. Lots of people in guild were also going on again how they got it first time that run, and so on - so I think something has definitely changed.
 
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Old 04/02/08, 3:58 PM   #469 (permalink)
Emergent Gameplay Device
 
Gearman's Avatar
 
Undead Rogue
 
Uldum
Originally Posted by Vaeys View Post
I ran it 3 times yesterday - all had the sorcerers dying in one hit, pit lord in 2. Lots of people in guild were also going on again how they got it first time that run, and so on - so I think something has definitely changed.
I was definitely killing things faster on my run yesterday, in fact, it was the first time I had completed it in one run. I had thought it was because there were less people doing it at the same time (which most certainly was the case), but I hadn't figured out why there were less people. Simply, people only had to make one flight to get their quest done instead of the usual two or three flights. This is purely observational however, so it is very likely that Onyxia could, in fact, be deep breathing more this patch.

Bad grammar makes me [sic].
 
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Old 04/02/08, 5:32 PM   #470 (permalink)
Warning: Feeding may destroy world
 
Chicken's Avatar
 
Blood Elf Paladin
 
Azjol-Nerub (EU)
Originally Posted by zliplus View Post
Are you sure it's not because of the amount of damage you're doing with a bomb? The bombs have a base dmg of 60k or so, but mostly only do 25% damage with some uncommon 50%. 75% is very rare and I've never seen a 100% hit. The sorcerors would always die in one hit if you got lucky before.
The health on the mobs involved has definitely been reduced. Even a 75% resisted Arcane Charge will now one-shot an Eredar Sorcerer, and two 75% resisted ones appear to be good enough to kill a Pit Overlord.

I have a feeling the respawn rate on all the mobs in the bombing run has been increased as well, though that could just be because there's a lot less people doing the run at the same time now that it's easier. Either way it's gone from the most annoying quest on the island to one of the more enjoyable ones; I'd actually say the hardest part now is to remember to bomb 12 Wrath Enforcers.

Last edited by Chicken : 04/02/08 at 5:42 PM. Reason: Changed post after doing the bombing again.

buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
 
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Old 04/02/08, 6:18 PM   #471 (permalink)
Glass Joe
 
Night Elf Druid
 
Aerie Peak
I think this was a 2.4 change - I didn't notice it until today:

Instead of dropping the keg on the ground beside you, using the [Brewfest Pony Keg] lets you place the keg anywhere you want within a certain range, like a targetted AoE. However, instead of giving you the green circle that most AoE abilities to, it gives you the graphic of the keg, about twice as large as it is when you actually put it down.

Weird change...
 
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Old 04/06/08, 9:28 AM   #472 (permalink)
Von Kaiser
 
Orc Warrior
 
Frostmane (EU)
I've been unable to taunt hunter pets since the latest patch, can anyone confirm this?

 
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Old 04/06/08, 10:38 AM   #473 (permalink)
Von Kaiser
 
Night Elf Druid
 
Vashj
Originally Posted by Mezzlock View Post
I've been unable to taunt hunter pets since the latest patch, can anyone confirm this?
In what type of scenario? If pets are on passive, taunt has no effect on them (unless it's an AOE taunt, like Challenging Shout/Roar).
 
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Old 04/06/08, 12:59 PM   #474 (permalink)
Von Kaiser
 
Orc Warrior
 
Frostmane (EU)
Originally Posted by Rieux View Post
In what type of scenario? If pets are on passive, taunt has no effect on them (unless it's an AOE taunt, like Challenging Shout/Roar).
well, challenging shout didn't work either, and it's when the pet has been on a target and the hunter is calling it back.

example: Pet is hitting my shaman friend, we're behind a pillar and trying to kill it, when it goes low the hunter calls him back and I taunt/whatever, the pet just continues back to the hunter.
Im pretty sure it hasn't been like this before

 
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Old 04/06/08, 1:40 PM   #475 (permalink)
Don Flamenco
 
Night Elf Hunter
 
<Exo>
Smolderthorn
Originally Posted by Mezzlock View Post
well, challenging shout didn't work either, and it's when the pet has been on a target and the hunter is calling it back.

example: Pet is hitting my shaman friend, we're behind a pillar and trying to kill it, when it goes low the hunter calls him back and I taunt/whatever, the pet just continues back to the hunter.
Im pretty sure it hasn't been like this before
Are you nuts? Taunt has NEVER worked on Hunter pets...
 
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