Are there boss timers updated for Ahune already? During our post-fight analysis, we concluded that it would really help if a Warlock could cast Curse of Doom on Ahune while he's active and time it to pop when he's in his Frozen Core phase, as a sort of "50 seconds before Evocation"-Curator-esque trick.
Unless of course, Frozen Core and Lord Ahune are two separate mobs that don't retain debuffs between themselves?
The debuffs stay. The exact mechanics of the two seem to be weird, as it does generate two separate corpses. Which is presumably why the loot is in a chest
Unless of course, Frozen Core and Lord Ahune are two separate mobs that don't retain debuffs between themselves?
They are two seperate mobs, which share a HP Pool. Applied debuffs do stay on Ahune while submerged, but while being submerged, he will become immune to everything, so a CoD will likely need to be timed so it will reesolve while he is above ground, if it is due while being underground, the curse will be wasted.
They are two seperate mobs, which share a HP Pool. Applied debuffs do stay on Ahune while submerged, but while being submerged, he will become immune to everything, so a CoD will likely need to be timed so it will reesolve while he is above ground, if it is due while being underground, the curse will be wasted.
He is not actually immune, he just has a buff that reduces incoming damage by 75%.
So if you get the frozen core to say 1 or 2% and have a perceptive hunter that figures he can take that down even through the 75% damage reduction, you can kill Ahune in his up phase. Sadly this seems to horribly break things. We didn't get a chest for killing him, but figured: "too bad, let's just have the next person summon him". Summoning is no problem, Ahune pops up, adds pop up, everything is going according to plan. Then Ahune submerges and decides to not leave a frozen core to dps. Had to reset the instance to get a proper fight again.
[edit]Read your post better, and you might be right, my post applies to him above ground.[/edit]
He is not actually immune, he just has a buff that reduces incoming damage by 75%.
So if you get the frozen core to say 1 or 2% and have a perceptive hunter that figures he can take that down even through the 75% damage reduction, you can kill Ahune in his up phase. Sadly this seems to horribly break things. We didn't get a chest for killing him, but figured: "too bad, let's just have the next person summon him". Summoning is no problem, Ahune pops up, adds pop up, everything is going according to plan. Then Ahune submerges and decides to not leave a frozen core to dps. Had to reset the instance to get a proper fight again.
[edit]Read your post better, and you might be right, my post applies to him above ground.[/edit]
This is exactly what happened to me when I downed him. We got the core to 2% and killed him on the surface phase with no loot. Still waiting on my ticket but I don't expect much.
He is not actually immune, he just has a buff that reduces incoming damage by 75%.
[edit]Read your post better, and you might be right, my post applies to him above ground.[/edit]
Your edit is correct, you did misunderstand it the first time. While he is above ground, any incoming damage is just reduced, but he can be debuffed and damaged (which is what you should be obviously doing after downing the earth elemental). After he submerges, and the core spawns, only the core can be damaged. Ahune itself will retain all debuffs, but they will no longer produce any effects (easy to test, just put a dot on him before he dissapears, you will only getting 'immune' messages, but over the course of the whole duration). Putting a effect on him that lasts longer than his dive phase will show that he reemerges with this debuff.
How often are Holy/Prot Pallys using their Seals to do damage in PvP? It is nice to do burst dps as Holy, but you are judging the Seal.
While there are shockadins and some Protadins that would love Seals to be protected, I don't see it as necessary.
On this topic, does anyone know if Paladin seals while talented are still vulnerable to Mass Dispel? If so, what's the priority like on them vs Divine Shield? Given the talented seals, they're both effects that are considered "undispellable," so when Mass Dispel goes off, which does it pick? I'd assume it still picks the bubble, but I don't have a paladin and a priest to test with.
This is exactly what happened to me when I downed him. We got the core to 2% and killed him on the surface phase with no loot. Still waiting on my ticket but I don't expect much.
Same for us. Our only kill was on heroic mode (didn't figure non-heroic would be worth bothering), and he died during submerge. He did the death animation and his weapon stuck into the ground, but no chest appeared and after a few minutes he reset (kind of).
I say kind of, because after that if we summoned him, phase 1 looked normal, but when he submerged, no pillar appeared for us to attack. So he could only be damage during the non-submerge phases, which was enough for us to say "Ok, bugged, lets get out of dodge and be happy we got him, even if we got no chest."
No reply to the ticket my wife submitted either, as yet.
On this topic, does anyone know if Paladin seals while talented are still vulnerable to Mass Dispel? If so, what's the priority like on them vs Divine Shield? Given the talented seals, they're both effects that are considered "undispellable," so when Mass Dispel goes off, which does it pick? I'd assume it still picks the bubble, but I don't have a paladin and a priest to test with.
I wonder why these kind of questions pop up so often. There's one extremely simple thing about Mass Dispel, and that is that it penetrates magic immunity effects, which is why it's the only ability that can dispel Divine Shield, Ice Block and Banish (All of which are Magic effects that also give magic immunity). It's still subject to dispel resistance effects, and the Retribution talent is a dispel resistance effect not a magic immunity effect.
I wonder why these kind of questions pop up so often. There's one extremely simple thing about Mass Dispel, and that is that it penetrates magic immunity effects, which is why it's the only ability that can dispel Divine Shield, Ice Block and Banish (All of which are Magic effects that also give magic immunity). It's still subject to dispel resistance effects, and the Retribution talent is a dispel resistance effect not a magic immunity effect.
I assumed it ignored complete resistance AND immunity, or perhaps I considered them the same. However, it's obvious that it prioritizes removing the "immune" magic effect before any non-immune ones; so the question was whether or not a 100% resistant buff/debuff was considered immune or not.
But if it just penetrates immunity, while still being restricted by resistance mechanics, the question is answered. However, it still seems a little counter-intuitive, given 100% dispel resistance is logically equivalent immunity to dispels.
[E] A similar arguement to equivalence would be the Improved Corruption talent; at 5/5, it reduces the cast time by 2 seconds on a 2-sec cast; however, a 0-sec cast is not the same as an instant cast, except in this case (see non-combat pets)
I assumed it ignored complete resistance AND immunity, or perhaps I considered them the same. However, it's obvious that it prioritizes removing the "immune" magic effect before any non-immune ones; so the question was whether or not a 100% resistant buff/debuff was considered immune or not.
But if it just penetrates immunity, while still being restricted by resistance mechanics, the question is answered. However, it still seems a little counter-intuitive, given 100% dispel resistance is logically equivalent immunity to dispels.
Logically, but not technically. Mass Dispels can be resisted, and resistance effects do apply to Mass Dispel attempts. All Mass Dispel really has is have the ability to target any person and any ability. Once targeted, it can be resisted like any other spell.
There was some testing over in the mage thread... Currently it interrupts casts with a cast time, but not channeled spells. (No clue if that's intended or not)
Per Blizzard developer Kisirani, the Brewfest is up for testing currently on the PTR. There's a new boss in BRD to be killed as part of the event; you go in, talk to an NPC at the start, and get an item that teleports your group into the Grim Guzzler.
Once there, kill the boss, and have a shot at getting one of four trinkets, each one a renamed copy of the 41 Badge of Justice purchase trinkets:
No real surprise, but it can be assumed that since Brewfest runs from September 20 to October 4 this year, and provides level ~70 bosses and items, WotLK will be coming out at least after all that.
Amusing names on the trinkets, definitely fitting with the theme.
The way they handle seasonal boss loot is a terrific idea. I have a bunch of alts that will be jumping at the chance to get badge-quality loot without, well you know, having to spend badges to get it (Can keep selling gems instead!). And with the expansion due out relatively soon, all the gear will be made somewhat obsolete anyway.
Aside from making it a shorter buff or trivializing the armor gain, there's really nothing they can do to get rid of the charges and keep Inner Fire the same. Adding the +healing buffs in WotLK makes it more important for healing priests to watch Inner Fire's status, and making it undispellable makes it not eat up any more GCDs then it already should. If the Improved Inner Fire talent also increases the healing bonus, then that'll create another point dump in the Discipline tree.
The charges I can live with. However, the Improved Inner Fire talent (currently a pure PvP talent) seems pretty pointless, given that it is dispelled instantly anyway. There really is no reason to take it, and no one does.
But if it just penetrates immunity, while still being restricted by resistance mechanics, the question is answered. However, it still seems a little counter-intuitive, given 100% dispel resistance is logically equivalent immunity to dispels.
[E] A similar arguement to equivalence would be the Improved Corruption talent; at 5/5, it reduces the cast time by 2 seconds on a 2-sec cast; however, a 0-sec cast is not the same as an instant cast, except in this case (see non-combat pets)
Well there are hunter instant casts that require the user to be stationary as well (Multishot, their autoshots, etc.) Non-combat pets are clearly in that category and in fact I'd consider them to be the exception. Improved Arcane Explosion and Improved Ghost Wolf both lower cast times to zero seconds and are instant in the true form.
Though, fun fact, originally these talents could be made un-instant with Curse of Tongues. Warlocks could make Arcane Explosion worthless again in PvP, heh.
I'm actaully not quite sure what you were going for with this argument by the way, but thought I'd share some more tidbits
I'm more concerned about Righteous Fury than Seals, myself.
Druids and Warriors can't have their tanking stance/form dispelled like Paladins can, nor do they have to worry about its duration. Granted, RF doesn't lock out a Paladin from using certain abilities like Def Stance/Bear Form can, but then again even a talented RF offers less damage reduction than Def Stance.
Logically, but not technically. Mass Dispels can be resisted, and resistance effects do apply to Mass Dispel attempts. All Mass Dispel really has is have the ability to target any person and any ability. Once targeted, it can be resisted like any other spell.
It appears that Mass Dispel is coded in such a way that it selects targets, then attempts to remove one effect, THEN if the target was immune, attempts to remove certain immunity effects. This explains why we went a few months where Mass Dispel bypassed the paladin dispel resistance talent: the secondary effect is different in some non-obvious way from other dispels. This also explains why a SUCCESSFUL Mass Dispel will cause the word "Immune" to appear over the affected paladin/mage: they were immune to the initial dispel.
If you dispel a paladin with the seal talent and no buffs up except a seal, the paladin is not considered immune to dispels, so the "special" effect of Mass Dispel never happens.
Yes, this means Mass Dispel is coded in a strange way, but the fact that it's the only dispel effect which is non-random under certain circumstances (when the target is immune) means that it's already coded in a strange way.
It appears that Mass Dispel is coded in such a way that it selects targets, then attempts to remove one effect, THEN if the target was immune, attempts to remove certain immunity effects. This explains why we went a few months where Mass Dispel bypassed the paladin dispel resistance talent: the secondary effect is different in some non-obvious way from other dispels. This also explains why a SUCCESSFUL Mass Dispel will cause the word "Immune" to appear over the affected paladin/mage: they were immune to the initial dispel.
If you dispel a paladin with the seal talent and no buffs up except a seal, the paladin is not considered immune to dispels, so the "special" effect of Mass Dispel never happens.
Yes, this means Mass Dispel is coded in a strange way, but the fact that it's the only dispel effect which is non-random under certain circumstances (when the target is immune) means that it's already coded in a strange way.
I'm not sure exactly how Mass Dispel works, but it's at least 3 separate spells cast at once. You can see this by reflecting mass dispel and 3 different effects named "Mass Dispel" will be reflected at once.
Since Brewfest is up now on the Public Test Realms I decided to check out what was new and changed.
- For this year we get a Blue Brewfest Stein as souvenir instead of a Yellow Brewfest Stein. (Screenshot)
- There's a new Brew of the Month Club. Screenshot of the membership form on the vendor. Screenshot of gossip text from the vendor about the Brew of the Month Club (Alliance). And the screenshot of the new Brew of the Month Club vendors in Orgrimmar (Ironforge). I currently don't have enough tickets to become a member of the Brew of the Month Club, so I can't really check what they're selling.
- Brewfest Hops for sale from the vendor. These are like the Holly available for Winter Veil. For Horde characters they turn your mount into a Brewfest Kodo, I assume that for Alliance characters your mount turns into a Brewfest Ram but don't have an Alliance character of a sufficiently high level to test this with; the only difference between Fresh and Preserved Hops is that the Preserved Hops don't have a duration on them. Screenshot of the hops on the vendor, screenshot of the Brewfest Kodo. I haven't checked whether these work for flying mounts.
- The ability to permanently purchase a Brewfest mount appears to have been removed. My Paladin can still buy Brewfest Rams as he could last year, but there is no new quest item to provide you with access to any new mounts.
- The event has been changed to use Brewfest Prize Tokens as currency now instead of the old Tickets. If you still have your Brewfest Prize Tickets from last year however you can trade them in for the new Brewfest Prize Tokens. Be warned though, unlike the old Tickets the new Tokens only last for 21 days before disappearing.
- The Dark Iron Dwarf attacks on the Brewfest are back in. I did not appear to get rewarded for knocking out Dark Iron Dwarves though.
- There's also a new one-time quest that has you down five beers and hit a robot named S.T.O.U.T. five times for 10 tokens. Most likely to give you a basic idea of how to knock out Dark Iron Dwarves during the attacks.
- There's also the new Blackrock Depths summonable boss, but someone else already gave details on that one.
I'm loving this free badge loot for alts. Really nice idea.
Alts huh? Assuming the auto-blocker clone stacks with the original, I think a lot of tank mains will be interested in it at least situationally. It certainly sounds a lot easier to get than [Glyph of Deflection] for your second block "use" trinket.
Alts huh? Assuming the auto-blocker clone stacks with the original, I think a lot of tank mains will be interested in it at least situationally. It certainly sounds a lot easier to get than [Glyph of Deflection] for your second block "use" trinket.
Except I think it's reasonably safe to assume they'd share a cooldown.
Erm...at the very least couldn't be used concurrently.
Originally Posted by Bula
"They were bad, stop trying to figure out why bad players do bad things."