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Old 11/13/09, 5:50 AM   #276
Zeel
Von Kaiser
 
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Troll Hunter
 
Vek'nilash (EU)
I found out that when I used disengage as Icehowl casted Massive Crash at 10m TotGC last Wednesday, I wasn't thrown at the wall but instead Crash broke my disengage midair and dropped me right down. I still got the stun effect but had significantly shorter distance to run at it when it ended.
I tried to repeat it on next Crash but used disengage a bit too soon to make it work. Has anyone else experienced this?

Last edited by Zeel : 11/13/09 at 5:53 AM. Reason: corrected link

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Old 11/13/09, 10:15 AM   #277
alienangel
Bald Bull
 
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Draenei Hunter
 
Eredar
I've seen people bubbling and I think Killing Spreeing to end up stunned at odd locations. Doesn't this increase the risk of being stunned near the middle of the room and reducing the time you have to run away if he's targetting you though?

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Old 11/13/09, 1:03 PM   #278
mako
Don Flamenco
 
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Blood Elf Hunter
 
<Bad>
Dragonmaw
The intent of "bugging" Icehowl's crash is to be as close to the center as possible so you can minimize movement while icehowl is paralyzed at the wall.

Bubble and Ice Block negate the stun portion and don't cause any issues. Blink, Disengage (and I think killing spree and vanish) can allow you to end up closer, but you still eat the stun. Even on heroic that gives ample time to get out of the way, with an added bonus that if one of the players in the center is charged, Icehowl hits an imaginary wall in the center giving the whole raid more DPS time.

It's a bit difficult to do with disengage, but mages have no trouble blinking every crash.

It's called Bloodlust, not Heroism. What kind of pansy name is Heroism, anyway?
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Old 11/14/09, 2:12 AM   #279
Rhy
Von Kaiser
 
Night Elf Druid
 
Defias Brotherhood (EU)
Vanish also works. The rogue doesn't get stunned and he can keep attacking the boss. If he gets targeted, Icehowl charges in the middle of the room and remains there.

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Old 11/18/09, 9:55 AM   #280
Khalless
Glass Joe
 
Orc Warrior
 
Mal'Ganis
Is there any "workaround" the damn bug when the pet pops out with 50% hp? Its so annoying, it happens to me roughly every 3rd, 4time i get the pet out...

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Old 11/19/09, 9:49 AM   #281
Henchwench
Glass Joe
 
Orc Hunter
 
Caelestrasz
Myself and the other hunter we take to Yogg 0 attempts have been finding Marked Immortals are occasionally immune to our distracting shots during Phase 3. So far this has happened three times to myself and twice to the other hunter. They weren't taunt immune at that stage, as beacons tend to go on the "oldest" Immortals up, so our tanks hadn't taunted them recently.

Is this a bug, or an issue our guild can't solve? I've searched around and found several complaints from others about the same thing, but no answers as to what causes it or any possible preventions. Obviously it's messing our attempts around.

Last edited by Henchwench : 11/19/09 at 11:29 PM. Reason: Spelling

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Old 11/19/09, 5:25 PM   #282
Strunzy
Glass Joe
 
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Draenei Hunter
 
Alterac Mountains
Originally Posted by Zeel View Post
I found out that when I used disengage as Icehowl casted Massive Crash at 10m TotGC last Wednesday, I wasn't thrown at the wall but instead Crash broke my disengage midair and dropped me right down. I still got the stun effect but had significantly shorter distance to run at it when it ended.
I tried to repeat it on next Crash but used disengage a bit too soon to make it work. Has anyone else experienced this?
I feel as though this isn't the best thing to do on heroic mode since you lose the speed burst, and you'll have a much shorter time to run away if the charge is directed at you or anyone directly behind you.

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Old 11/20/09, 12:43 AM   #283
Namarus
Piston Honda
 
Orc Hunter
 
<BUR>
Demon Soul
Originally Posted by Henchwench View Post
Myself and the other hunter we take to Yogg 0 attempts have been finding Marked Immortals are occasionally immune to our distracting shots during Phase 3. So far this has happened three times to myself and twice to the other hunter. They weren't taunt immune at that stage, as beacons tend to go on the "oldest" Immortals up, so our tanks hadn't taunted them recently.

Is this a bug, or an issue our guild can't solve? I've searched around and found several complaints from others about the same thing, but no answers as to what causes it or any possible preventions. Obviously it's messing our attempts around.
I can't say that I have encountered anything like this when I did Yogg 0. Are you sure that you guys are taunting different targets, and don't have stuff like Army Of The Dead up?

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Old 11/20/09, 7:30 AM   #284
Rhy
Von Kaiser
 
Night Elf Druid
 
Defias Brotherhood (EU)
Did Yogg0 last week and we definitely had problems with DR. The only way you can fix that is either to tell your tanks to only taunt the Guardians that just spawn, or simply wait a lot longer before Distracting. It takes 10 secs for the Beacons to explode after they are applied on the Guardians. Also, on the first Beacon you can safely assume that each of the marked Guardians had at least 1 taunt in the previous 18 secs (also possible on the second and third Beacons, but much less likely). That means that your Distracting shot wont last for the full 6 secs but 3 instead.
Now all that means that you should wait at least 6 secs after the Beacon is applied before casting Distracting shot to be safe.

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Old 11/20/09, 3:04 PM   #285
Jìn
Glass Joe
 
Blood Elf Hunter
 
Altar of Storms
Originally Posted by Rhy View Post
Now all that means that you should wait at least 6 secs after the Beacon is applied before casting Distracting shot to be safe.
I made a quick Yogg+0 video of a couple botched beacon pulls my first night trying it. We got the kill the night after, but this helped me break down what I was seeing from my angle. Keep in mind, this is me having done normal Yogg about 3 times, and just getting invited into this guild with an immediate summon to do Yogg+0... No pressure!

First thing (and definitely most important), you'll notice I was pulling too early. The buff is sometimes applied 2-3 seconds well after the DBM timer runs out, which is not something I was previously aware of.

Ignoring that, the first 2 of the 3 clips shows DR on DS, and an instance where my beacon stops following me but is not channeling a drain life. I'm not sure what caused that.
YouTube - Beacon Issues

The next night, I was pulling out beacons with 3-4s remaining on the DBM timer instead, and everything went perfectly.

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Old 11/20/09, 9:30 PM   #286
Henchwench
Glass Joe
 
Orc Hunter
 
Caelestrasz
Originally Posted by Namarus View Post
I can't say that I have encountered anything like this when I did Yogg 0. Are you sure that you guys are taunting different targets, and don't have stuff like Army Of The Dead up?
We're definitely not pulling the same targets - we use the Yoggles mod to apply raid target icons to them, and each (2 hunters and 1 DK) take a symbol. At the moment we're only running with 1 DK at the moment, and he's not using Army at that stage.

We've also seen what Jin describes happen a few times - they just stop for a moment then continue to follow you. Sometimes it's for drain life, but other times I'm not too sure why.

I shall try waiting longer until DSing for Sunday's attempts.

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Old 12/10/09, 10:25 AM   #287
Harwin
Piston Honda
 
Night Elf Hunter
 
Mannoroth
I seem to be having some problems with the new Misdirection - the one that was supposed to make it all better.

The way I understand it, I cast it and get a 30s buff. As soon as I initiate a damaging attack during that time (old serpent sting/black arrow ticks don't proc it), I get the misdirect effect over my head and it switches to a 4s buff. Any damage I do during that time is supposed to go to the tank, right?

Also, multiple hunters are now supposed to be able to MD at the same time to the same tank.

We were doing Twin Valkyr TOGC last night and I cast MD, and tried to MD to the tank and I'd pull aggro, even though in one case I could see that I still had 1s left on that 4s buff. Same thing with one of the adds on Anub (there were no other hunters for Anub, so it shouldn't be related to that)

I'm wondering first if explosive shot is still buggy, perhaps it triggers MD but the "dot" part of it doesn't apply threat, or if there's something else also going on (I don't believe I used explosive shot on the Anub add, having already had some potential issues with it and MD)

Did anyone else notice anything odd with it? I can probably work around whatever the mechanic is, as long as I understand it.

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Old 12/10/09, 11:16 AM   #288
benisapha
Von Kaiser
 
Night Elf Hunter
 
Zangarmarsh
Harwin, the biggestt difference I have noticed, and may be yor issue, is that the initial cast of MD now works like tricks. With the old MD, you had 30 seconds, or three shots, and the buff was gone..... but off coolldown. I have had a few times myself, especialy in pugs, where I have cast MD 4 times, for a total of 1.75 min before the pull.

This is no longer possible. Now, you have 30 seconds, and 4 seconds once casting. The important part is this, if the 30 seconds after cast runs out, MD will be on cooldown for 30 seconds, just like tricks. It is very important now to know when the pull is happening, and MD right before, just as tricks is normaly cast on the run in. If not, you lose the ability to MD for the first thirty seconds of the fight. I will test once not at work, as I cannot tell you when the cooldown starts if you actualy use the MD that is cast but i believe this may go off the initial cast of MD.

I run MM, so cannot help you with the question about ES.

I will tell you that it works as intended in terms of multiple hunters using Misdirection at once. It is almost funny to see a tank with 200k threat in the first 4 seconds of the fight.

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Old 12/10/09, 12:48 PM   #289
Harwin
Piston Honda
 
Night Elf Hunter
 
Mannoroth
Originally Posted by benisapha View Post
Harwin, the biggestt difference I have noticed, and may be yor issue, is that the initial cast of MD now works like tricks. With the old MD, you had 30 seconds, or three shots, and the buff was gone..... but off coolldown. I have had a few times myself, especialy in pugs, where I have cast MD 4 times, for a total of 1.75 min before the pull.

This is no longer possible. Now, you have 30 seconds, and 4 seconds once casting. The important part is this, if the 30 seconds after cast runs out, MD will be on cooldown for 30 seconds, just like tricks. It is very important now to know when the pull is happening, and MD right before, just as tricks is normaly cast on the run in. If not, you lose the ability to MD for the first thirty seconds of the fight. I will test once not at work, as I cannot tell you when the cooldown starts if you actualy use the MD that is cast but i believe this may go off the initial cast of MD.

I run MM, so cannot help you with the question about ES.

I will tell you that it works as intended in terms of multiple hunters using Misdirection at once. It is almost funny to see a tank with 200k threat in the first 4 seconds of the fight.
I noticed the issue with it running out and being on cooldown for 30 seconds, and it was certainly frustrating when I cast it too early and couldn't cast it again at fight start, but that wasn't what seemed to go wrong for me.

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Old 12/10/09, 1:27 PM   #290
Mizer22
Glass Joe
 
Blood Elf Hunter
 
Aegwynn
Originally Posted by Harwin View Post
I noticed the issue with it running out and being on cooldown for 30 seconds, and it was certainly frustrating when I cast it too early and couldn't cast it again at fight start, but that wasn't what seemed to go wrong for me.
This definitely has been an annoying thing about MD now, but it's so much better than it used to be. Doesn't really matter to me that I have to pay a bit more attention to when the pull is actually starting, although it does get annoying when I have to cast MD before I start my rotation on a mob that has already been pulled... In that regard, I miss the old CD format of MD.

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Old 12/10/09, 1:28 PM   #291
Tase
Glass Joe
 
Blood Elf Priest
 
Kirin Tor
Originally Posted by Harwin View Post
I get the misdirect effect over my head and it switches to a 4s buff.
I haven't been on my hunter since the patch, but the old MD put the effect over the target's head not the hunters. Is it possible that you are misdirecting onto yourself?

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Old 12/10/09, 1:33 PM   #292
Harwin
Piston Honda
 
Night Elf Hunter
 
Mannoroth
Originally Posted by Tase View Post
I haven't been on my hunter since the patch, but the old MD put the effect over the target's head not the hunters. Is it possible that you are misdirecting onto yourself?
Unlikely. Most of the time it goes to the tank, even when I'm the only one putting threat on it, and the MD affect appears over my head. (Anub adds being the clear example here)

If I get time I'll grab a tank and go into a non-heroic dungeon and experiment and see if I can figure out what it is.

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Old 12/10/09, 1:45 PM   #293
Mizer22
Glass Joe
 
Blood Elf Hunter
 
Aegwynn
Originally Posted by Tase View Post
I haven't been on my hunter since the patch, but the old MD put the effect over the target's head not the hunters. Is it possible that you are misdirecting onto yourself?

The weird part is that every time I've cast MD so far, I haven't seen ANY animation signifying that the tank actually has it. And it isn't until I start dps'ing a mob that the MD animation appears above MY head. The aggro still goes to the tank, but I can see how this would bother people.

Edit: I do see the MD icon on X-Perl on both the tank and me.

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Old 12/10/09, 2:33 PM   #294
benisapha
Von Kaiser
 
Night Elf Hunter
 
Zangarmarsh
This mimics TotT (Tricks of the Trade) as well. It puts the icon above both heads for an instant. It is just used from a longer range than TotT so you may not be noticing it on the tank. I was concerned the first time I saw the icon on my head, but logs showed it on the tank, as well as the threat build on Omen. The next cast of MD I looked, and it showed an icon above both of us.

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Old 12/10/09, 4:10 PM   #295
erikjamess
Glass Joe
 
Tauren Hunter
 
Black Dragonflight
i've been experiencing a kill command bug where it doesnt take the three charges away as my pet deals damage, anyone else have this issue?

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Old 12/10/09, 11:39 PM   #296
Repaxan
Von Kaiser
 
Draenei Hunter
 
Lightbringer
Originally Posted by erikjamess View Post
i've been experiencing a kill command bug where it doesnt take the three charges away as my pet deals damage, anyone else have this issue?
I have noticed at the end of a trash fight, I sometimes had an active Kill Command buff with 3 stacks, and with around 20 seconds left on it. But if next trash was pulled while that buff was still there, the charges would go away as intended.

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Old 12/11/09, 3:41 AM   #297
Balrouge
Glass Joe
 
Dwarf Hunter
 
Windrunner
Volley bug

Volley is interrupting cast immediately after cast initiates. Seems to be autoshot interrupting it, as it typically happened when I cast volley during autoshot. Any thoughts?

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Old 12/11/09, 4:22 AM   #298
Sulik
Von Kaiser
 
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Orc Hunter
 
Gorefiend
I remember that I started seeing that in Ulduar.(volley immediate interrupt) A quick fix I use is Feign, afterward I can usually channel as normal. I don't know if stop-attack would work also.

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Old 12/11/09, 6:02 AM   #299
foox
Glass Joe
 
Troll Hunter
 
Madmortem (EU)
Originally Posted by Sulik View Post
I remember that I started seeing that in Ulduar.(volley immediate interrupt) A quick fix I use is Feign [...]
So far I have seen this on Ulduar trash only. Though it does seem to happen, when I cast volley _while_ in FD, so FDing again wouldn't be an option for me. And once the trash is dead and I'm out of fight, everything continues to work fine again. I've seen this on XT and Hodir trash groups once every few weeks, luckily it never happened on Anub HC.

Given the assumption that an auto shot goes off at the moment I stand up from FD, it could very well be related. My own "feeling" was that it only happened when there was a noticable server lag.

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Old 12/11/09, 11:58 AM   #300
promdates
Soda Popinski
 
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Tauren Paladin
 
Mal'Ganis
Originally Posted by erikjamess View Post
i've been experiencing a kill command bug where it doesnt take the three charges away as my pet deals damage, anyone else have this issue?
Can you verify that your pet is actually casting the specials? There is/was a bug where your pet would have the special turned off for some reason. I've noticed this a few times when reviving/summoning my pet, or when I've dismounted.

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