If the target of the eyebeam dies, it will randomly re-target anyone in the raid. This re-target can be melee or even the MT, it does not follow the restrictions of the initial targeting. Needless to say this makes someone dying to an eyebeam a very bad thing.
Yeah, but he did it once this week while targeting a mage that didn't die. I can only assume that he did some aggro dump and a new target was just randomly chosen.
On another note, does anyone know if the bombs outside Mimron's room can see through invis? We had a mage standing in the middle of them and when they patted around immediately aggroed into the rest of the raid. Said mage argued that they can't see him, but I see no other explanation for it.
Yeah, but he did it once this week while targeting a mage that didn't die. I can only assume that he did some aggro dump and a new target was just randomly chosen.
Was line of sight broken or did the mage use invisibility? I haven't seen the beams hit someone without the focus animation (one on either side of target moving inwards) first.
Yeah, but he did it once this week while targeting a mage that didn't die. I can only assume that he did some aggro dump and a new target was just randomly chosen.
On another note, does anyone know if the bombs outside Mimron's room can see through invis? We had a mage standing in the middle of them and when they patted around immediately aggroed into the rest of the raid. Said mage argued that they can't see him, but I see no other explanation for it.
I don't know about aggro drops, but mages can use ice block and the eyebeams will just focus on the iceblock for the duration.
The bombs outside Mimiron's room do not see through invisibility (or stealth according to our druids/rogues). This doesn't prevent them from exploding on someone else next to you and killing you.
Originally Posted by Crowl
If you have to control a robot dinosaur that fires lazers and there's a time when you shouldn't be shooting those lazers then the encounter is clearly flawed beyond hope of fixing.
Quick question - Does Glyph of Blood allow mana return on Vezax? Our ret paladin has been looking, but been unable to find any information as to whether or not it does.
Assuming you mean Glyph of Seal of Blood, there is really no reason to use it. Judgements of the Wise works, and works twice as well as normal, meaning you're getting back 2k+ mana with every judge. Mana problems are nonexistent for Ret paladins on Vezax, just tell him to use his normal glyphs.
I actually took the time to check the WWS for those attempts. Flood:
Example 1:
0:01'01.703 Ignis the Furnace Master melee swing hits Cires for 27630 Physical. (1372 Blocked) (934 Absorbed) #199403
0:01'02.094 Ignis the Furnace Master melee swing hits Cires for 30746 Physical. #199455
0:01'00.313 Krauhn is afflicted by Slag Pot. #199082
Example 2:
0:00'23.688 Ignis the Furnace Master attack was parried by Cires. #283323
0:00'24.016 Ignis the Furnace Master attack was dodged by Cires.
0:00'22.453 Rhobar is afflicted by Slag Pot.
Example 3 (this one is even funnier, 87k damage in 1.2 seconds):
0:02'45.828 Ignis the Furnace Master melee swing hits Cires for 28626 Physical. #189647
0:02'46.312 Ignis the Furnace Master melee swing hits Cires for 28943 Physical. #189676
0:02'47.062 Ignis the Furnace Master melee swing hits Cires for 30871 Physical. (2452 Blocked) #189734
0:02'45.422 Ungulant is afflicted by Slag Pot.
It does seem he gibs tanks when he goes for slag potted people. Personally, I would've preferred to lose a DPS, rather than the tank, to this.
This is also a problem on auriya where she will randomly melee gib a tank with 3 hits in less than a global.
Though I can hide my cold gaze, and you can shake my hand and feel flesh gripping yours, and maybe you can even sense our lifestyles are probably comparable; I simply am not there.
This is also a problem on auriya where she will randomly melee gib a tank with 3 hits in less than a global.
We had this happen on Thorim last night three times, to three different tanks, in a span of about 30 seconds, when attempting to taunt off during unbalancing strike. The taunter would take 2 melee swings within a half second, then an unbalancing strike.
On the Kologarn fight (25 man) how are people dealing with the Overhead smash or whatever it is?
Does it only hit people standing directly in front of him? We keep finding our melee getting KOed by big smashes and its making the encounter hell. Are we missing something?
Cogito Similis Nubis Ergo Est Nubi.
I think like a noob, therefore I am a noob.
We had this happen on Thorim last night three times, to three different tanks, in a span of about 30 seconds, when attempting to taunt off during unbalancing strike. The taunter would take 2 melee swings within a half second, then an unbalancing strike.
Thorim swings really really quickly late in the fight -- any chance that's what you saw?
We had this happen on Thorim last night three times, to three different tanks, in a span of about 30 seconds, when attempting to taunt off during unbalancing strike. The taunter would take 2 melee swings within a half second, then an unbalancing strike.
We had similar issues on Hodir where he would get an attack in the moment he gains Frozen Blows, occasionally causing him to line up a melee attack w/o Frozen Blows and another attack w/ Frozen Blows in less than a second.
On the Kologarn fight (25 man) how are people dealing with the Overhead smash or whatever it is?
Does it only hit people standing directly in front of him? We keep finding our melee getting KOed by big smashes and its making the encounter hell. Are we missing something?
You mean the Overhead Smash Tremor? When Kologarn does the Overhead Smash (the 25% armour debuff swing) on the tank, the tremor does ~6000 damage each to melee - Wowhead says 20 yard radius.
To be honest, when healing on Kologarn, I wasn't even aware of this damage, I had to look on our WWS to see it! The closest I could see them going off was 16 seconds between Smashes. Is 6000 damage to melee every 16+ seconds really a problem? Or were you getting them coinciding with the left arm's Shockwave which does ~15000 nature damage to everyone in the raid?
I haven't seen this mentioned anywhere, but last night during Mimiron learning our warlock set his demonic circle outside the arena and if we ever needed a wipe for whatever reason during phase1 we'd let our mt die with warlock second on threat and he would port outside and reset it. Might work for phase3 too with the warlock tanking the flying head.
I haven't seen this mentioned anywhere, but last night during Mimiron learning our warlock set his demonic circle outside the arena and if we ever needed a wipe for whatever reason during phase1 we'd let our mt die with warlock second on threat and he would port outside and reset it. Might work for phase3 too with the warlock tanking the flying head.
The lack of resettable fights in Ulduar has made me a sad panda. Thank god for 5 paladin DI circle jerks. <3
anyways...
Assuming you mean Glyph of Seal of Blood, there is really no reason to use it. Judgements of the Wise works, and works twice as well as normal, meaning you're getting back 2k+ mana with every judge. Mana problems are nonexistent for Ret paladins on Vezax, just tell him to use his normal glyphs.
I tried using it as a healadin to cheese the mana regain (yeah yeah I'd have to melee the entire fight to even get enough mana for one holy shock. Screw it, I was bored. Seriously, screw cancel casting). It didn't seem to work.
Thats because for that fight, it changes the tooltip for paladins with Judgements of the Wise to something along the lines of Corrupted Judgements o.... : have allowed you to master your mana pool, but at the expense of healing (90% penalty).
Its not Seal of Blood, its JotW. Thats the only regen mechanic that works for paladins, with the exception of tanks and Spiritual Attunement
Thats because for that fight, it changes the tooltip for paladins with Judgements of the Wise to something along the lines of Corrupted Judgements o.... : have allowed you to master your mana pool, but at the expense of healing (90% penalty).
Its not Seal of Blood, its JotW. Thats the only regen mechanic that works for paladins, with the exception of tanks and Spiritual Attunement
What's being referred to is the Glyph of Seal of Blood, which restores mana equal to 11% of the seal's recoil damage. The recoil damage is equal to 10% of seal damage and 33% of judgement damage, so ~1% of the seal's damage will be returned in mana, and ~3.5% of the judgement's damage. Of course, this doesn't work, so doesn't really matter anyway.
A latent appliance fetishist is someone who refuses to admit to his or herself that sexual gratification can only be achieved through the use of machines.
- L. Ron Hoover
Thorim swings really really quickly late in the fight -- any chance that's what you saw?
Just checked the combat log--you're right. I'm seeing melee swings as close together as .3 seconds. In this particular case it appears our tanks just got unlucky, as each took three straight melees (or two melee and an unbalancing strike) without avoiding anything. Looking over the info on the fight again I see that lightning charge increases his damage AND haste--I wasn't aware of that second part. I guess we need to kill him faster in the future!
Since all the bosses except for Hodir and Vezax have incredibly quick runbacks the thanks to the teleporters, I don't see why it should be possible to reset enconters at all. If they would just put a teleporter on the plateau before Vezax there would even be less reason to complain.
In Ulduar, I'd bet Ressing people up usually takes more time than just dying quickly and running back. The latter also has the added bonus that you can just pop a mammoth at the first teleporter and have everyone repaired.
I always hate to see people trying to reset an encounter, then dragging it on forever while doing so and then asking for a repair bot. Take the wipe, fly in and rebuff. It's really quicker than trying to resurrect everyone.
Working on Thorim hard mode for ex. it's easier to reset him if you miss the 3 min tunnel timer then wait till he kills everyone. A few resurrects, if any at all vs. the corpse run and full rebuff.
In Ulduar, I'd bet Ressing people up usually takes more time than just dying quickly and running back. The latter also has the added bonus that you can just pop a mammoth at the first teleporter and have everyone repaired.
I always hate to see people trying to reset an encounter, then dragging it on forever while doing so and then asking for a repair bot. Take the wipe, fly in and rebuff. It's really quicker than trying to resurrect everyone.
Also, depending on the encounter and when you use bloodlust, you might actually be sated when resetting and have to delay the pull anyway.
Can anyone tell me what the point of doing Freya with 1 or 2 trees up would be? Since you already get an emblem from each ancient when you kill them, it seems the only way to have it make sense is to make it give extra loot?
Can anyone tell me what the point of doing Freya with 1 or 2 trees up would be? Since you already get an emblem from each ancient when you kill them, it seems the only way to have it make sense is to make it give extra loot?
It is a similar encounter in terms of the fight mechanic and reward for keeping up drakes on Sartharion. You receive more (and sometimes better loot quality) by keeping the Ancients up.
Also, keeping them alive is the pre-requisite for completing the Archivum disk quest to reach Algalon.
It is a similar encounter in terms of the fight mechanic and reward for keeping up drakes on Sartharion. You receive more (and sometimes better loot quality) by keeping the Ancients up.
Also, keeping them alive is the pre-requisite for completing the Archivum disk quest to reach Algalon.
His question was what advantage there is with 1 and 2 trees. On Sart, you had extra loot at 1D and 2D, and the mount at 3D. I'm not sure how this goes for freya, as I see it, there is no advantage at 1A/2A, unless for practice.
Is the additional reward for leaving elders up just their badges then? I would have expected a(nother) Runed Orb at the very least.
On normal mode, leaving one tree up not only gives you an extra [Emblem of Valor] but also an [Emblem of Conquest]. I haven't done it on Heroic yet, but is it possible that the reward is an extra Conquest emblem for 1 and an item for 2?