I noticed that, according to Quartz, spell queueing is not working. I have substantial Lag, and, according to Quartz, my spells are NOT being queued. My next spell does not actually cast until the red portion (my lag) has passed. The spell I used to test this was Arcane Blast (without any switches, such as [nochanneling]). Has anyone else noticed this? I'll check my combat log later today to do a more indepth study.
I also noticed that I have substantial lag on Quartz, 200-400ms more than my interface ms shows. I don't know if it's a queuing thing though.
Notable changes in the pre yogg25 clear:
Flame bugged out on 4 towers - just couldn't get a shutdown in | Bug
XT adds | Bug
Freya - 3 add wave does not immediatly aggro, rather they stay passive for 2 seconds upon spawn
Vezax - Health reduced to 23million, Animus has 9.x
Crashes happen on a 7-10 seconds timer without interruption
Searing flames is being chain cast basically
Vezax - Health reduced to 23million, Animus has 9.x
Crashes happen on a 7-10 seconds timer without interruption
Searing flames is being chain cast basically
What does this do for interrupts? Do you need more then?
We were still able to do it with 2 no problem, he casts it almost immediately as their kicks come up. There's definitely a smaller margin for error though, might be helpful to have a designated backup in case a cooldown is off for some reason.
Some items have had their socket colors changed, [Robes of the Umbral Brute] that we noticed right off the bat. Before patch they had a blue socket. Had a few people complaining their their gems no longer trigger a socket bonus now.
For those of you still missing the Needy & Greedy achievements, you can pretty much roll for these all the time now, and simply trade the item to your enchanter in the event you win and don't need the item.
http://www.megaupload.com/?d=CX81UJZ8
For the lurking Phoenix Wright faithful.
What is the most important thing to you? Won't you grant me the pleasure of taking it away.
Flame bugged out on 4 towers - just couldn't get a shutdown in | Bug
Leviathan also bugged for us tonight on 2 towers; it seemed fine until the fight began, when it would suddenly gain the Tower of Life buff and go up to 190 million health. On our successful attempt it started the fight at 190m and immediately dropped to the correct 137m, but the maximum remained unchanged; maybe a GM was observing and applied an adjustment, I can't say. Two tower achievement was awarded and there were no adds in the fight, so it's definitely a bug.
Examples other than the Mimi trash reduction & published Yogg nerfs?
Did half of Ulduar 10 last night after the northrend beasts in Coliseum 10, and didn't notice any differences other than XT (which isn't a nerf).
Magnetic Core in Mimiron p3 is no longer targeted AoE but a self targetting missile. Basically all you have to do is to click it from range and the head lands in its current spot.
Yogg-Saron 10 (Alone in the darkness) now gives Two Marked Immortal Guardiands for the first Empowering Shadows.
This surprised us, as we were only expecting 1. We never saw an empowering shadows target less or more than 2 guardians (about 3 shadows deep into phase 3).
Magnetic Core in Mimiron p3 is no longer targeted AoE but a self targetting missile. Basically all you have to do is to click it from range and the head lands in its current spot.
The head needs to stay in the same place from when you throw the Magnetic Core to when it lands. Otherwise it lands and opens up but Mimiron is unaffected.
The patch brought some changes to the old wotlk content as well and i think it was not mentioned , yet. During yesterdays naxx twink run, we had some fun on Gothik with the first pull on the way to 4HM entering in and adds running through the center gate. Attacking Gothik in P2, while he was on the other side, was possible too. On Noth, it was possible to pull some trash during the encounter. It seems, all those barriers only block movement for player characters now, not NPCs and not line of sight.
In Ulduar, the train leading to Mimiron was not visible for everyone. I'm sure you can imagine what happened to the poor souls who could not see it.
The patch brought some changes to the old wotlk content as well and i think it was not mentioned , yet. During yesterdays naxx twink run, we had some fun on Gothik with the first pull on the way to 4HM entering in and adds running through the center gate. Attacking Gothik in P2, while he was on the other side, was possible too. On Noth, it was possible to pull some trash during the encounter. It seems, all those barriers only block movement for player characters now, not NPCs and not line of sight..
We also experienced this. We had two of the mounted DKs enter onto the living side who promptly put Bone Shield up when there wasn't an offensive dispeller on that side. However, we were able to taunt them through the gates to be dispelled on the other side. Quite annoyingly though, we were going for Dedicated Few + Undying and it cost us our only death for the whole run. Additionaly, mobs were aggroing straight through the gate. I wonder if that could possibly be intentional to prevent the old mass aoe tactic.
In 25men Ulduar, on thorim (hardmod, but it shouldn't be relevent) we had random mobs from the arena chasing people in the tunnel, and we're not talking about some healer aggro on the first mobs to jump down - this happend quite a while after the tunnel group set off. Was rather annoying, we ended up moving the arena team to camp the gate.
In 25men Ulduar, on thorim (hardmod, but it shouldn't be relevent) we had random mobs from the arena chasing people in the tunnel, and we're not talking about some healer aggro on the first mobs to jump down - this happend quite a while after the tunnel group set off. Was rather annoying, we ended up moving the arena team to camp the gate.
We saw the same thing this week. Having your Arena Squad to picking up mobs by the gate seemed like the best solution.
We saw the same thing this week. Having your Arena Squad to picking up mobs by the gate seemed like the best solution.
We saw the arena adds head down the tunnel as well - having a Champion sneak up and whirlwind your healers is not particularly fun. We solved this by moving entirely into the round room, as it seems like the arena adds only aggro on stuff in the first straight section of the tunnel (including totems there).
No one has mentioned this anywhere I've seen, but we had an extremely weird case with our warlocks during Thorim hard mode. Every time we engaged phase 2, he would go after a warlock for the first 30 or so seconds. 1 to 2 warlocks would end up dead by the time he finally properly used his threat table. The other tank and myself constantly watched omen to see what was going on but didn't see any warlocks in the 10 threat at all. They resorted to not casting at all until Thorim stabilized. I'm assuming something weird is going on with fel armor. Did anyone else encounter this issue?
No one has mentioned this anywhere I've seen, but we had an extremely weird case with our warlocks during Thorim hard mode. Every time we engaged phase 2, he would go after a warlock for the first 30 or so seconds. 1 to 2 warlocks would end up dead by the time he finally properly used his threat table. The other tank and myself constantly watched omen to see what was going on but didn't see any warlocks in the 10 threat at all. They resorted to not casting at all until Thorim stabilized. I'm assuming something weird is going on with fel armor. Did anyone else encounter this issue?
We actually did as well, it happened to me twice in a row... I'm not sure if your warlocks are doing it, but I have always casted an eye of kilrogg and then cancelled it to bring my imp to me, as I did on both of those attempts that it happened. It had never previously occurred, and when I changed to the petpassive / petdefensive toggling (being another method to get the pet to you) this didn't occur.
On the first attempt I had cast some rain of fire (after a few secs) to help finish off the remaining pit adds, on the second attempt where it also happened I did nothing but the kilrogg / cancel. My fellow warlock who used the petpassive & petdefensive toggling never had an issue with him coming after him. Additionally I was no where on the threat table per omen on the second attempt (thought it was just an rof issue the first time, and was being super careful), so that certainly made me think it was something odd going on as opposed to just a straight aggro pull issue.
But something very similiar happened to us on our Colisseum25 run. On the 2 Jormungar, our resident holy paladin somehow got aggro on the Jormungar that was mobile, and the tanks just couldnt do anything.
Every single other attempt was fine, but on that one, we're still not quite sure where he got the aggro from. (As far as I concluded, it had something to do with him being combat rezzed, as he was during that attempt.)
Combat rez is definitely bugged in one way or another when it comes to aggro. On an Algalon attempt I brezzed one of our healers only for Algalon to immediately turn and melee instagib the priest.
No one has mentioned this anywhere I've seen, but we had an extremely weird case with our warlocks during Thorim hard mode. Every time we engaged phase 2, he would go after a warlock for the first 30 or so seconds. 1 to 2 warlocks would end up dead by the time he finally properly used his threat table. The other tank and myself constantly watched omen to see what was going on but didn't see any warlocks in the 10 threat at all. They resorted to not casting at all until Thorim stabilized. I'm assuming something weird is going on with fel armor. Did anyone else encounter this issue? .
"We managed to get in a hotfix today that allows periodic healing ticks that were going to overheal entirely to go ahead and fire. Previously they did not fire. This means that effects that were able to proc from HoT ticks that did some healing can now also proc from HoT ticks that overheal completely. The most notable such effect is that Val'anyr's absorb shield should now work as advertised. All these ticks should now appear in the combat log as well, allowing you to get a fuller sense of your raw healing output from all sources.
Sorry that we did not comment before now. Given the nature of the bug, we didn't want to promise anything until we were sure we could fix it."
I wonder if the change to fel armor procs somehow affected the threat generation. My understanding is that overhealing does not typically cause agro, but this could just be an unintended side effect of the change. The best way to test this would be by using Demon armor while in the tunnel, while having another warlock use Fel armor. I'm locked to both instances this week already, but I'll test it tomorrow and post the results.
Edit: We failed at testing... the other warlock pulled agro from the tank at the beginning of the tunnel. I had on fel armor though and had no agro issues as we pulled Thorim.
We capped Razorscale last night on 10 to toast some Iron Dwarves for the achievement and noticed a couple new things:
Razorscale will now cast his blue flames outside of the circle in phase 1. The trick of having only one player inside the circle to draw flames no longer works.
Our tanks reported that he no longer leaves behind patches that need to be moved out of in Phase 2. This means Phase 2 can be tanked stationary now.
The jousting daily that awards Valiant's Seals (Valian't Challenge or something?) won't grant a Valiant Seal if your inventory is full, instead it is sent to you by mail. The seal lasts 24 hours in the mail.
So fill up your inventory, defeat 3 Valiants, clear up some inventory room, defeat 3 more. That way, you can simply loot the seals from your mailbox the next day. Saves a few minutes of running around.
Razorscale will now cast his blue flames outside of the circle in phase 1. The trick of having only one player inside the circle to draw flames no longer works.
Razorscale always shot flames outside of the circle. After being released from the first set of harpoons, he takes a position that allows a soaker to draw the flames far away from the rest of the raid.