In light of this, I assume that Thunderclap will work for us Arms Warriors. Can anyone provide confirmation Thunderclap properly tagging mobs?
I can confirm that both Thunderclap and Demoralizing Shout work for tagging mobs. Just did a full clear of 10-man tonight and ended up with credit for 137 kills with no trash respawns.
It seems like the 'general' rule is that critters and summoned mobs do not count, everything else does (rep or not). For example, the horde on the way to the gunship give souls (yet no rep).
We did a 10man clear last night. Everything seemed to give a soul except:
- Critters
- The rep-less/loot-less mobs that attack the npcs at the entrance
- Everything on the gunship (I didn't try attacking the mage though)
- Blood beasts on Saurfang
- Severed Essences (spawned from the Valkyr after Saurfang)
- Zombies from Precious
The only 'summoned' mobs that gave souls were the ones with Lady Deathwhisper.
Off the top of my head those are all of the things that do *not* give souls. Essentially they tried to make it so you couldn't sit there and farm something that would give endless (or at least a plethora) of souls. Note that many things on that list did originally give you souls, but it was hotfixed after the first few days.
I may be jumping the gun a little here but does anyone have any information or opinions on how to perform the next step of the Shadowmourne questline [Unholy Infusion]? The text reads:
Before your weapon can reach its full potential it must be endowed with its signature powers. First among them is unholiness.
You must seek out and defeat the one called Professor Putricide, but his death is not your only goal. You must use his resources against him.
Find a way to absorb his mutated slime. Use the foul substance to infuse your weapon with the power of the unholy. Only when this has been done shall I reveal your next task.
Do you have to get hit by an add without dying, or perhaps control the abomination and eat a slime pool? Just wondering if anyone has info on this.
I may be jumping the gun a little here but does anyone have any information or opinions on how to perform the next step of the Shadowmourne questline [Unholy Infusion]? The text reads:
Do you have to get hit by an add without dying, or perhaps control the abomination and eat a slime pool? Just wondering if anyone has info on this.
Yeah sure, it involves controlling the Abominations, your quest person needs to do that.
You need to gather up 100 slime in the abomb, and use the slime to shadow infuse the weapon, which is tricky obviously because the slime is normally used to slow the new ozzes that spawn.
After you use the Shadow Infusion ability, you need to defeat Putricide within 6 minutes.
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What is the most important thing to you? Won't you grant me the pleasure of taking it away.
The zombies on 10 man did count. We got Shadow's edge on tuesday and when we went in on Wednesday our ret pally finished his 1000 mobs with the skeletons off Precious
edit: that was on the first week the wing opened, not this week, just to clarify
Regarding Shadowmoune questline and Unholy Infusion.
It looks like that's a small hard mode in itself because guilds would normally use one tank as Abom, and this time a dps has to do it. That means one tank will be dpsing in p1-2, or the dps in question will tank in offspec gear in p3?
Plus the stuff what Emeraude said.
The Precious adds no longer count for souls, confirmed last night in 25man.
For those that have done the Unholy Infusion quest, how much difficulty did it add? Is it feasible to basically build up to 150 energy between 2 oozes, so that you could infuse your weapon and still slow an ooze when it spawns? Possibly not fully eating an ooze pool so that you have a constant source of energy? (although making sure it doesn't grow too much or you'll get behind on eating ooze) Or did you end up skipping one round of Regurgitated Ooze?
edit - technically you shouldn't need 150 energy.. if you can build to 100, slow an ooze (50 energy), build back to 100, infuse, then eat to 50 for another slow. That would require building up 100 energy between a Gas Cloud and Volatile Ooze
Is it feasible to basically build up to 150 energy between 2 oozes, so that you could infuse your weapon and still slow an ooze when it spawns?
Like a rogues energy bar, it only goes to 100. Generally speaking, when two puddles form, players will eat the first and most all of the second, letting it regen slightly and using it as a source of energy until the next two puddles spawn.
The fact that you must use a new ability that costs 100 energy to infuse the weapon is very much a window to what the achievement is like. Namely that you cannot use the energy to slow/DoT the slimes or Putricide.
Our pally did it yesterday. It didn't seem like it was much of an issue at all. I'm not sure WHEN he infused the weapon but right before transitions he would frequently be at 100 energy. As such right before the last transition into phase 3 would seem like an ideal time to infuse the weapon (assuming you transition properly and don't get a spawn right after).
Currently Druid which proc the Revitalize effect can be used on the Abom to have them regain energy. This allows one to build up quite quickly, even while slowing the adds. I was often at 100 Energy the other night with the extra 150ish I got from my Druids just on accident. (They didn't know about it before we saw the logs.)
So, the 100 Energy thing isn't that big of a deal really.
I don't quite have my 1000 souls, but I was driving the abomination in our raid last night so I could do some testing and prep myself for next week. I did notice something that I assume is a bug, but if you use Regurgitated Ooze when you have 100 energy, it takes you to zero. I was able to repeat it a few times.
I don't quite have my 1000 souls, but I was driving the abomination in our raid last night so I could do some testing and prep myself for next week. I did notice something that I assume is a bug, but if you use Regurgitated Ooze when you have 100 energy, it takes you to zero. I was able to repeat it a few times.
I also observed this happening a few times, but I think I figured out the cause. The ability has no internal cooldown of ANY kind, so if you hit your keybind more than once, you'll spit twice and burn through all your energy. Same goes for if you use an addon or something to make your keystrokes count on press as well as release or something like that. Just be very cautious about only tapping that button once if you're at 100 and you should be okay.
I don't know if this has been mentioned but for the Fest of Souls quest you can tank and still collect souls if you pull out your Shadows Edge and do a quick demo shout / thunderclap to tag the mobs and then switch back to sword and board. The axe will stay in your bags but you still get credit for the kills.
After each region's maintenance this week, raids will no longer lose attempts on wipes in Normal mode for Professor Putricide, Blood-Queen Lana'thel, Sindragosa, and the Lich King. There will still be limited attempts in Heroic mode.
We will continue to monitor developments in Icecrown Citadel in the future, especially since the Heroic difficulty has been unlocked by a significant number of raids.
Probably the low amount of Lich King kills on 25-man mode drove to this instead of increasing the attempts by some small amount every week.
I agree, it's likely that Blizzard has some sort of timeline denoting what percentage of guilds they want to do this or that by certain periods. This would be with the goal of making sure that the majority of players do not finish all the content too early or not at all before new content is released; a certain percentage of guilds get their first kills every week. Rather than nerf the encounters directly to meet their goal (which would make the encounters a complete faceroll for guilds that could already beat them), they chose to remove the limited tries for normal mode. This has zero effect on guilds that could already beat the encounters but allows other guilds to get more practice in on encounters they haven't beaten without penalty for practicing.
Any stab at their reasoning behind the change is 100% speculation until/unless they announce their reasoning. That said, I wouldn't be surprised if this was planned, and has nothing to do with the number of guilds who have killed Arthas. There are plenty of mechanisms that would have opened that number up over time--simple gearing of raid members that always happens, increased number of attempts per week, and eventually the zone buff. Guilds were killing Arthas in week 1, and plenty more would in week 2, especially after using fewer attempts to get past Sindragosa.
The limited attempts on normal made things interesting as long as normal modes were the highest-end content available. There was plenty of discussion earlier in this thread and in various other communities about how once hard modes were out, a guild would have to figure out at how many attempts left it's time to "give up" for the week and clear through normal modes in order to get loot. Play conservatively, and you end up wasting 3 or so attempts where you could have made progress. Play with a little more risk and only leave 1 attempt left, and an untimely disconnect or crucial mistake costs your group at least an (otherwise farmable) Arthas kill for the week, possibly more.
Limited attempts were present for the current top "progression" content, and continue to be with this change now that hard modes are available. They are simply no longer present for the next step down.
I really hope we don't see the return of limited attempts on normal modes in Cataclysm. The amount of pressure it puts on guilds is absolutely enormous, where the effect of any one DC is magnified hugely. It also hasn't stopped the very top tier guilds from simply gaming the system by gearing up alts in order to trial run the fights, giving them double or triple the amount of tries in total. With the new toggle mode, I don't mind the limited attempts system on Heroic because you can always turn around and just kill them on normal mode, so you're not having to give up loot for the week.
On the flip side, the Gating system really was a great thing. It allowed guilds and players to learn the new encounters at a decent rate without overloading them like Ulduar did when it was released. I hope that the gating mechanism is their primary "speedbump" of choice in the future, as it lengthens the lifespan of content without putting enormous pressure on guilds in the learning process.
Removing the limited attempts on end bosses also makes it easier for people to complete the infusion quests. Previously there was a choice to make between wasting attempts while doing the quest or using all attempts on the newly available boss.
I know we haven't put any serious effort into getting the infusion quests finished, and hadn't planned on doing so until we'd killed arthas.
Did anyone who killed LK10/LK25 last reset get a chance to try hardmodes last night? Can they confirm or deny if the non-end bosses (i.e. Deathwhisper/Marrowgar/Gunship Battle/Rotface/Festergut/Dreamwalker/Blood Council) used up the limited attempts?
Did anyone who killed LK10/LK25 last reset get a chance to try hardmodes last night? Can they confirm or deny if the non-end bosses (i.e. Deathwhisper/Marrowgar/Gunship Battle/Rotface/Festergut/Dreamwalker/Blood Council) used up the limited attempts?
Nothing that didn't use attempts before uses attempts on heroic.
I'm not sure if this is the right thread for this but I can't find a more suitable thread, and it's definitely not worth a new thread, so I have a question I'd like to ask.
If you extend a raid lock and do heroic attempts on a boss with limited attempts, can you revert the raid lock afterwards and do a regular clear in the same week? I know a friend who was able to revert his raid's lock after doing normal LK attempts from the previous week's instance, but for heroic mode the attempt counter is in play and I'm worried that that counts as "doing something that would normally save you to the instance." For example, talking to a keeper in Ulduar for Yogg-Saron saves you and I'm wondering if this is similar. Has anyone tried extending a raid lock for heroic attempts on a limited-attempt boss and then tried to revert the raid lock?