Update- Puncturing Wounds is, in fact, in the download patch notes. I just tested and definitely saw it. Mutilate Rogues can sigh in relief now.
I updated the notes, and saved what I was working on -- apparently patch.txt and patch.html are different. Pulled in the notes from patch.html, which had a few things that were missing.
Last edited by Primal : 03/25/08 at 3:01 PM.
Originally Posted by JamesVZ
You know what I miss? I miss the days when you saw someone and you went, wow, that dude has killed Chromaggus, Nef, AND Razuvious.
That Concentrated Efforts quest was changed from a daily, to just a flat turn-in. I'm not sure if this was reported before, but you can basically turn in all your marks for 31400 honor if you have them(100 each).
That Concentrated Efforts quest was changed from a daily, to just a flat turn-in. I'm not sure if this was reported before, but you can basically turn in all your marks for 31400 honor if you have them(100 each).
Always has been just a flat turnin.
I believe the mechanic is that you can do the daily (gold AND honor) only once a day, but can do a flat turn-in (honor only) as much as you want.
Looks like the cleave breaking CC change was not included in notes. Would be interesting to know if they placed that into the game or not.
The reverted the changes to almost all of the chaining abilities they had patched; Swipe, Chain Lightning, Multishot, and Cleave will still break CC. For whatever reason, Avenger's Shield and weapons that have chaining procs were left untouched.
Originally Posted by Bula
"They were bad, stop trying to figure out why bad players do bad things."
What I've grown used to happening, even with epic flight, is that the prisoner will spawn and someone will grab him and start the next escort while I'm in transit from one spawn point to another. So it can take upwards of 30 minutes for me to get the quest started. So for ages I have simply completely skipped it.
I'm sure this varies by server, day of the week, and time of day.
Also, while you're being a nice guy and inviting other people to complete the quest together, someone usually swoops in to swipe the quest from you if you take more than about 10 seconds to gather.
For whatever reason, Avenger's Shield and weapons that have chaining procs were left untouched.
I would imagine the distinction is that AS is a protection paladin's primary method of pulling, since they cannot equip ranged weapons, and not really a DPS ability. And it makes sense for weapon procs that a player has no control over to not break CC.
I would imagine the distinction is that AS is a protection paladin's primary method of pulling, since they cannot equip ranged weapons, and not really a DPS ability.
Which would then make paladins the only tank that can effectively aggro all the mobs in a group at range after a sheep. Which is fine, I guess I'm just curious why they reverted the change at all. They had to know what they were doing; I find it hard to believe that they implemented the change and then freaked out because hunters and shamans were able to use their abilities indiscriminately.
Originally Posted by Bula
"They were bad, stop trying to figure out why bad players do bad things."
That doesn't mean CC'ers can intelligently CC. If its four or more targets, sap one edge target, and AS the other one. Have mages sheep afterwards, etc. Kind of ironic though that the only ability that gets this immunity is for the class that ideally wants more mobs beating on him.
But if the pull is only three mobs (or if the mobs are standing in a clump rather than in a line), it's body pull or don't sap. (Agreed that it was always a non-issue with sheep.)
Of course, this assumes that the mobs actually hit sufficiently hard that you want to CC one of them.
I would imagine the distinction is that AS is a protection paladin's primary method of pulling, since they cannot equip ranged weapons, and not really a DPS ability. And it makes sense for weapon procs that a player has no control over to not break CC.
When the AS effect "jumps", does it deal damage on jumped targets? I seem to remember that the TF proc jump did not break CC effects because it did no damage, just debuffed with a nature -resist. I could be wrong though.
Originally Posted by Douglas
What I've grown used to happening, even with epic flight, is that the prisoner will spawn and someone will grab him and start the next escort while I'm in transit from one spawn point to another. So it can take upwards of 30 minutes for me to get the quest started. So for ages I have simply completely skipped it.
I'm sure this varies by server, day of the week, and time of day.
Originally Posted by Gumibear
Also, while you're being a nice guy and inviting other people to complete the quest together, someone usually swoops in to swipe the quest from you if you take more than about 10 seconds to gather.
Thank you, that's precisely what I mean. My alts don't have epic flying mounts either, so it's basically impossible to get to another spawn point before someone ninjas it.
I'm probably going to just skip the quest entirely from now on, unless I see the Prisoner while doing the Skettis bombing quests.
That doesn't mean CC'ers can intelligently CC. If its four or more targets, sap one edge target, and AS the other one. Have mages sheep afterwards, etc. Kind of ironic though that the only ability that gets this immunity is for the class that ideally wants more mobs beating on him.
You're right, it is a bit ironic. I remember though that when I first started tanking heroics in all blues, I definitely needed to use CC on larger pulls. Having a mage was great, because I could just throw out the shield and then have the mage sheep, which meant I already had a nice chunk of threat so the mob would come to me when sheep broke. But having a rogue try to sap was largely useless. On the large pulls before the second boss of Shadow Lab for example, if you have 4 mobs standing in a square, there is no possible way to sap one and guarantee that the shield won't hit it.
I really see this as more a buff for rogue CC utility in heroics than a buff to paladins. And obviously a well-geared paladin won't need to worry at all about CC in heroics.
When the AS effect "jumps", does it deal damage on jumped targets? I seem to remember that the TF proc jump did not break CC effects because it did no damage, just debuffed with a nature -resist. I could be wrong though.
Yes, the shield and as an example, Thunderfury, both deal damage when they chain to other targets. It was one of the main reasons Thunderfury was so nice for warrior tanks. It made aoe tanking much, much easier, because whenever it procced it pretty much did 300 damage and thunderclapped everything around you.
I believe the proc also increased nature damage done, so it ended up doing more threat too. Not 100% sure on this, however.
And to me, skettis was already a pain in the ass (the prisoner at least sometimes), even with an epic mount. The kaliris have killed me quite a few times due to dropping me in the middle of a camp full of mobs, while hamstringing me with the deep wounds dot. They already move at around 300% speed, so it's hard to get away. Now it's going to be even harder.
I'm seriously considering just dropping Skettis altogether with 2.4. I'll have to see the new Shattered Sun dailies to decide.
I believe the mechanic is that you can do the daily (gold AND honor) only once a day, but can do a flat turn-in (honor only) as much as you want.
Except that it's not a daily quest, it's a repeatable quest. Big difference.
Anyone who cannot cope with mathematics is not fully human. At best he is a tolerable subhuman who has learned to wear shoes, bathe, and not make messes in the house. - R.A. Heinlein
Yes, the shield and as an example, Thunderfury, both deal damage when they chain to other targets. It was one of the main reasons Thunderfury was so nice for warrior tanks.
Thunderfury specifically does not chain any damage to secondary targets, only the high-threat nature vulnerability debuff. The damage only hits the current target. Exactly as the other poster stated.
Avenger's however does deal direct damage (with a standard miss chance), so it's being treated differently from Multishot et al.
I decided to do some Ogri'la quests before heading out to see Quel'Danas. I found some Nightmare Vine on the forge camps next to Ogri'la, I'm pretty sure that's new.
Also, mousing over your Backpack now shows "x Slots Empty (Total)"
Sorry for my ignorance if this was in the patch notes, but I couldn't find it after rereading it a few times-is it still possible to trade in t6 tokens for s3, and t5 for s2 arena items? And is s2 non-arena gear, such as bracers and the like avaliable for purchase using badges?
Not anything major, but I noticed that they added weapon enchants to the character select screen (I'm almost 100% positive I couldn't see the Soulfrost on my [Tempest of Chaos] before)
Not anything major, but I noticed that they added weapon enchants to the character select screen (I'm almost 100% positive I couldn't see the Soulfrost on my [Tempest of Chaos] before)
I noticed the soulfrost and even healing enchants on my weapon before 2.4. Maybe someone with a mongoose enchant can shed some light.