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05/13/08, 9:21 AM
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#126 (permalink)
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Glass Joe
Gnome Warlock
Frostwolf (EU)
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On my Palladin alt I noticed that you can actually gain mana, if you critically heal during the 41pt Holy Talent (forgot the name), seems as if the mana return is calculated with the original mana cost, yet the spell only costs 50% mana at the time, so you gain 10% of the mana cost of the critical heal. I found it very useful to use the 21pt und 41pt holy talents together to get back some mana, but I fear for most paladins this is old news anyways.
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05/13/08, 10:31 AM
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#127 (permalink)
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Piston Honda
Night Elf Warrior
Bleeding Hollow
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Originally Posted by panny
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The effect doesn't remain unless this was changed recently. At least, the bonus AP is removed from the warrior when he removes the trinket. I'm not sure if it removes it from the rest of the party. My plan was to battleshout in arenas with the Sapphire equipped during the 1 minute preperation period, then switch to a more beneficial trinket right before that gates opened. Didn't work, though.
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05/13/08, 11:34 AM
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#128 (permalink)
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Piston Honda
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Originally Posted by Maniq
Getting a crit with dark runes can be really annoying.
Especially on Thaddius.

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Would divine shield protect a paladin from the damage? Also BoP protect a target?
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05/13/08, 11:44 AM
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#129 (permalink)
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Don Flamenco
Phaet
Human Paladin
<Finale>
No WoW Account
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Originally Posted by Wunlastri
Would divine shield protect a paladin from the damage? Also BoP protect a target?
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Dark runes are shadow damage - so divine shield would, BoP wouldn't
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05/14/08, 12:41 AM
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#130 (permalink)
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Piston Honda
Tauren Druid
Steamwheedle Cartel
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[Call of the Raptor]'s effect stacks with agility scrolls and other buffs, and it has 3 charges; once it's gone you can't replace it, however.
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05/14/08, 1:19 AM
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#132 (permalink)
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Glass Joe
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The Valentine's chocolates definitely DO stack with the well fed buff. I have no idea about the others though.
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05/14/08, 1:51 AM
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#133 (permalink)
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Von Kaiser
Draenei Priest
Kil'Jaeden
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Has anyone tried stacking Midsummer and Valentine buffs with each other?
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05/14/08, 7:32 AM
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#134 (permalink)
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role != roll
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Originally Posted by mikebro
The effect doesn't remain unless this was changed recently. At least, the bonus AP is removed from the warrior when he removes the trinket. I'm not sure if it removes it from the rest of the party. My plan was to battleshout in arenas with the Sapphire equipped during the 1 minute preperation period, then switch to a more beneficial trinket right before that gates opened. Didn't work, though.
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That's what I said. The effect remains except for the Warrior.
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05/14/08, 11:31 AM
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#135 (permalink)
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Von Kaiser
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Originally Posted by Tymir
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The Valentine's Day chocolates stack with Well Fed and they also all stack with each other. Nice little boosts.
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05/14/08, 12:55 PM
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#136 (permalink)
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Bald Bull
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Serious questions about [Eye of the Night] [Chain of the Twilight Owl].
1- Lets say you activate them in a raid, then swap group, what happens with the buffs ? Do they remain on the 4 teammates (and yourself) or re-applies to the teammates in your new group ?
2- Lets say you activate them in a raid, then you go offline, what happens with the buffs ?
In other words, is it possible to use the 26th/27th raid slot to buff players ?
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05/14/08, 2:58 PM
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#137 (permalink)
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Glass Joe
Night Elf Rogue
Burning Legion
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Not specific to those necklaces but we have an alt divine spirit priest log on and buff the raid whenever we need the boost.
The buff doesn't fade unless the priest leaves the group. Its pretty handy if that nights Brutallus raid is borderline on the dps requirement.
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05/15/08, 11:17 AM
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#138 (permalink)
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Piston Honda
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Does basic campfire stack with other spirit buffs?
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05/15/08, 12:36 PM
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#139 (permalink)
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Glass Joe
Undead Priest
Lightbringer
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Originally Posted by nfw
Does basic campfire stack with other spirit buffs?
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Yes, you can have it in middle of your raid or at your Brut. spot
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05/15/08, 4:54 PM
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#140 (permalink)
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Piston Honda
Undead Priest
Magtheridon (EU)
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Originally Posted by manly
Serious questions about [Eye of the Night] [Chain of the Twilight Owl].
1- Lets say you activate them in a raid, then swap group, what happens with the buffs ? Do they remain on the 4 teammates (and yourself) or re-applies to the teammates in your new group ?
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Pretty sure those are auras, though I've never been grouped with anybody who used the item except myself. And we all know how auras work.
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"Might I just be a brain in a tank somewhere, tricked all my life into believing in the events of this world by some insane computer??"
Project PYRRHO, Specimen 46, Vat 7, Activity Recorded M.Y. 2302.22467
Termination of specimen advised.
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05/16/08, 2:49 AM
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#141 (permalink)
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Piston Honda
Night Elf Druid
Proudmoore
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I just remembered another item which isn't very useful for raid DPS, but can be helpful elsewhere. I quit WoW shortly after Dire Maul was released, but when I came back, I had a few of these which I used when having trouble in level 70 instances: [Thornling Seed]
They're kind of hard to use since they have a long cooldown, don't activate immediately, and pretty much die in 1 second when they draw attention... but if you dump it in front of healers or mages, it gives you an extra few seconds to react to any bad aggro/sheep breaks etc, or it can soak a few hits from trash on multi pulls, that kind of thing.
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05/18/08, 8:48 AM
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#142 (permalink)
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Piston Honda
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Some trick I learnt today. Spellhaste will affect the speed of enchants. So if you wear lots of haste and IV/drums/heroism/PI and the like, you can shave quite a few seconds off void shatter.
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05/18/08, 1:29 PM
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#143 (permalink)
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Von Kaiser
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Originally Posted by manly
Serious questions about [Eye of the Night] [Chain of the Twilight Owl].
1- Lets say you activate them in a raid, then swap group, what happens with the buffs ? Do they remain on the 4 teammates (and yourself) or re-applies to the teammates in your new group ?
2- Lets say you activate them in a raid, then you go offline, what happens with the buffs ?
In other words, is it possible to use the 26th/27th raid slot to buff players ?
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They work as auras. You need to keep the necklace on and it buffs whoever is in your group at the moment and within 30 yards. So offline buffing couldn't work.
Even with these restrictions, the necks are still worth it, though.
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05/18/08, 3:48 PM
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#144 (permalink)
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Von Kaiser
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Originally Posted by xiaoxin21
Some trick I learnt today. Spellhaste will affect the speed of enchants. So if you wear lots of haste and IV/drums/heroism/PI and the like, you can shave quite a few seconds off void shatter.
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Yes, some of my guild healers slap on our Haste sets ressing after wipes on Kalecgos, although im sure resetting him
has been fixed now.
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Maniq loves me.
That is awesome.
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05/18/08, 3:57 PM
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#145 (permalink)
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Piston Honda
Draenei Shaman
Quel'dorei
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Originally Posted by insi9nia
Yes, some of my guild healers slap on our Haste sets ressing after wipes on Kalecgos, although im sure resetting him
has been fixed now.
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We successfully had a hunter pull and FD yesterday, just have to make sure nobody is healing, buffing, eating or anything.
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"You know what they say, fool me once, strike one and fool me twice...strike 3."
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05/18/08, 8:29 PM
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#146 (permalink)
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Piston Honda
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Originally Posted by Mideci
Playing a healer and a damage sponge, this one confuses me a bit -- and I have tried the carry resistance pots trick on Illidan btw. The resistance pot needs to be up ahead of time and absorbs damage that could easily be healed through in most / many cases. It then puts you on health pot CD for 2 mins too. The health pot allows on-demand healing (albeit a bit less, but you can actually use it when you need it, i.e. when no healer is nearby).
I have tried to understand why I should use the resist pot or encourage my raid to when healing, and other than buying raid-wide early relief on a phase transition (like when we were learning Reliquary for example), they seem very useless.
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Resistant pots are much better than heal pots for two reasons. One, if you know the damage is coming you can use them early and thus start the pot CD earlier (e.g. RoS nature damage at the beginning of P3-if you use the pot with 10 to 20 sec left in P2 the CD is up in time to pot again during P3. Two, resist pots block a lot more than heal pots heal, off the top of my head it's somewhere between 2 and 3 times as much damage.
Edit: That being said, they aren't useful all the time or in all fights. RoS is a good time for them, we've never really used them much in Illidan. I think we've used FR pots just for some extra insurance at the end of P2 if it looks like it's going well.
Last edited by Macblade : 05/18/08 at 8:36 PM.
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05/18/08, 11:10 PM
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#147 (permalink)
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Von Kaiser
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Originally Posted by Arangom
On my Palladin alt I noticed that you can actually gain mana, if you critically heal during the 41pt Holy Talent (forgot the name), seems as if the mana return is calculated with the original mana cost, yet the spell only costs 50% mana at the time, so you gain 10% of the mana cost of the critical heal. I found it very useful to use the 21pt und 41pt holy talents together to get back some mana, but I fear for most paladins this is old news anyways.
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This is a particularly nice tip. Any abilities that decrease spell cost don't affect Illumination. I was noticing on Kalecgos last night that when I got the -50% spell cost debuff, I would pop Divine Illumination and Divine Favor, and chain cast Max Rank HL and see my mana go up rather than down (due to a high crit rate). Definitely a useful trick, although without a high crit rate you might find yourself going down rather than up - HL11 is pretty inefficient.
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05/19/08, 3:37 AM
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#148 (permalink)
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Don Flamenco
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Originally Posted by Macblade
Resistant pots are much better than heal pots for two reasons. One, if you know the damage is coming you can use them early and thus start the pot CD earlier (e.g. RoS nature damage at the beginning of P3-if you use the pot with 10 to 20 sec left in P2 the CD is up in time to pot again during P3. Two, resist pots block a lot more than heal pots heal, off the top of my head it's somewhere between 2 and 3 times as much damage.
Edit: That being said, they aren't useful all the time or in all fights. RoS is a good time for them, we've never really used them much in Illidan. I think we've used FR pots just for some extra insurance at the end of P2 if it looks like it's going well.
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So I get it Mac, and I understand the mechanics. I just don't buy that they're actually useful. You can certainly do it on RoS for the start of P3. But that damage at the beginning of phase 3 was going to be healed easily by your healers. So yes, they saved a bit of mana, but were they going OOM? And no, it's not 2-3x as much damage. It's 1500-2500 vs. 2800-4000.
I made an initial push to use them on Illidan, but it just doesn't serve any real purpose I can come up with. And really it doesn't on RoS either. The resist pots stops damage that could well have been healed anyway. The healing pot heals you when you aren't getting healed. I can't see putting the latter on cooldown for the former. If your guild is rich, sure, use them on the early phase transition on RoS for some breathing space, but that space just isn't really required.
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