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Old 05/23/09, 6:18 AM   #151
Kargos
Von Kaiser
 
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Troll Hunter
 
Uldum
The only macro I use is a basic steady/auto one:

/Cast !Auto Shot
/Cast Steady Shot
/Script UIErrorsFrame:Clear();


Everything else is has their own buttons with keybinds. As far as the UI goes I'm running with Dominos and AGUF.

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Old 05/23/09, 1:43 PM   #152
Korghal
Von Kaiser
 
Orc Hunter
 
Ahn'Qiraj (EU)
Originally Posted by Lactose View Post
Are you using macros for your shots, and if so do they somehow differ for Steady Shot and the shots you have locking issues with? E.g. [harm] [target=something], etc.
Has anyone experienced these problems while running with default Blizzard UI?
I have a macro for my Explosive Shot (mod alt gives Arcane), and it was only Explosive that locked up. Altough the macro doesn't have any conditions like [harm].

#showtooltip
/cast [modifier:alt]Arcane Shot
/cast Explosive Shot]
/qt ESDot 2

I still haven't tracked down the source for my problem, with frames not disappearing/appearing correctly, but I will try it out during my next raid (which is the only time I have problems).

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Old 05/23/09, 4:10 PM   #153
Apathy
Glass Joe
 
Night Elf Hunter
 
Doomhammer
Questions that come up are:

Everyone having issues clicking their casts or are they keybound?
Bar mods and unitframe mods?
Is it really only hunter related?

I have not had any issue like this. I keybind everything pretty much though. I use pitbull 3 or whatever the new one is :P and BT4. The only macro I have is steady, kill command (target=pettarget, exists).
I took a look around some of the mod threads and no mention from other classes having this issue. But, it seems very weird for it to be only hunters.
It is possible in my UI to keybind something twice, pretty much a big no no. When I reloadui or log out, if goes back to bindpad keybindings. For a bit, this confused me. (bindpad and BT4 both allow keybinds, I haven't updated either for a while)
I do know that unitframe mods are having issues with frames disappearing or no showing up/delay in showing up in combat. Not sure if it is the UF mods fault or Blizzards though. I do not have this problem either but have indeed heard of it.
None of this probably helps you but those questions kinda came to my mind while reading. Hope you guys find a fix soon!

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Old 05/23/09, 7:59 PM   #154
Iru
Don Flamenco
 
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Draenei Hunter
 
Muradin
Originally Posted by Kargos View Post
The only macro I use is a basic steady/auto one:

/Cast !Auto Shot
/Cast Steady Shot
/Script UIErrorsFrame:Clear();


Everything else is has their own buttons with keybinds. As far as the UI goes I'm running with Dominos and AGUF.
FYI, that macro is pointless, especially as you should be starting each rotation with an instant shot (regardless of spec). Autoshot will automatically start firing as soon as you engage a mob. This is true even if that shot was fired while on the move. All that happens is the swing timer is paused until you're stationary.

If you're very first shot on a mob is a Steady Shot, and you really didin't want Autoshot delayed until the end of the cast, then that macro might do something for you but if you're starting your rotation with Steady Shot you have other issues that a 1.5-2sec delay on Autoshot is not going to fix.

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Old 05/24/09, 3:16 AM   #155
Kargos
Von Kaiser
 
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Troll Hunter
 
Uldum
Originally Posted by Iru View Post
FYI, that macro is pointless, especially as you should be starting each rotation with an instant shot (regardless of spec). Autoshot will automatically start firing as soon as you engage a mob. This is true even if that shot was fired while on the move. All that happens is the swing timer is paused until you're stationary.

If you're very first shot on a mob is a Steady Shot, and you really didin't want Autoshot delayed until the end of the cast, then that macro might do something for you but if you're starting your rotation with Steady Shot you have other issues that a 1.5-2sec delay on Autoshot is not going to fix.
Honestly it's just a relic that I've been too lazy to change. Also, I haven't started any sort of rotation with steady shot unless it's trash and I don't really care about that.

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Old 05/24/09, 4:04 AM   #156
hotmetal
Von Kaiser
 
Orc Hunter
 
Draenor (EU)
Volley + Viper

Has anyone else noticed that you can now Volley continuously and never run OOM?
I made a post a while back about AoTV not functioning while using Volley but
can't seem to find it. Can anyone confirm this was "fixed"/"changed" in 3.1.2?

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Old 05/24/09, 2:35 PM   #157
KraxisSingular
Banned
 
Blood Elf Hunter
 
Runetotem (EU)
You mean it now works per Volleyhit??? Or you get full damage in Viper?

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Old 05/26/09, 1:11 PM   #158
bobmarley753
Glass Joe
 
Night Elf Druid
 
Feathermoon
Not sure if this is the same issue as others are having, but I was seeing many of the same issues: pitbull frames "locking up" and not updating, certain spells being locked out, being able to click my buttons but not use keybinds, and needing to reloadui to fix the problem. I eventually narrowed it down to CowTip (made by the author of Pitbull, seems he is not updating it any more), and have not had any issues since I got rid of that.

So even if you don't use CowTip, it is possible that errors from other mods can cause problems such as these either temporarily or until you reload.

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Old 05/26/09, 1:18 PM   #159
 RobotChicken
Piston Honda
 
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Orc Rogue
 
Moon Guard
Originally Posted by hotmetal View Post
Has anyone else noticed that you can now Volley continuously and never run OOM?
I made a post a while back about AoTV not functioning while using Volley but
can't seem to find it. Can anyone confirm this was "fixed"/"changed" in 3.1.2?
Volley seems to be proccing a lot of things now. I noticed it now works with GftT, unless my pet was magically gaining focus on trash. So it wouldn't surprise me if it works with Viper now, too. Blizzard seems to have "fixed" a lot of our abilities not proccing things (ES and GftT, for example).

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Old 05/28/09, 2:51 AM   #160
Grummy
Glass Joe
 
Orc Hunter
 
Thunderlord
Did anyone have issues with feign death tonight (5/27)? I was doing some hard modes in Uld 10 and it seemed as though I was having well over 50% of my feigns resisted. I saw this on several bosses, including Iron Council, Ignis, and Thorim. I haven't had any issues like this other than the known problem on Razor. I made sure to let the feign sit for a good duration before continuing my DPS.

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Old 05/28/09, 5:48 AM   #161
The10
Glass Joe
 
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Worgen Druid
 
Antonidas (EU)
Originally Posted by Grummy View Post
(..) it seemed as though I was having well over 50% of my feigns resisted. I saw this on several bosses, including Iron Council, Ignis, and Thorim.
Council and Ignis worked fine, Dark Rune Acolytes at Thorim resist nearly every FD (everyday).

Another Question:
Can anyone confirm if Saronite Arrow Maker is still on the GCD (while Saronite Bullet Machine has never been)?

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Old 05/28/09, 1:10 PM   #162
Daymaker
Glass Joe
 
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Night Elf Hunter
 
Blade's Edge (EU)
Originally Posted by The10 View Post
Can anyone confirm if Saronite Arrow Maker is still on the GCD (while Saronite Bullet Machine has never been)?
It's not. You can spam it to make arrow piles these days.

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Old 06/11/09, 7:13 PM   #163
h2ocooler
Glass Joe
 
Dwarf Hunter
 
Gilneas
Improved Steady Shot bug

Just posting this issue/bug.

The current implementation of the Improved Steady Shot talent is bugged for a specific situation. And has been since LK Beta.

This buff is only applied correctly when the buff is active for longer than one global cooldown.

BUT, when the talent is procced (as a fresh buff) right before a(n) Chimera, Aimed or Arcane shot is used, the damage multipliers and mana reduction are not applied to the shot while the buff is consumed.

This can be proven by using a ranged weapon with a small damage range (e.g. 15-31damage) and using 1.5dps ammo.
Using no items that can proc an increase in Ranged Attack Power, tally a mean for damage for all three affected shots. Once a mean is collected, cast Steady Shot when the affected shot is off cooldown then fire this shot.

If the talent procs for the preceding Steady Shot, the hunter's mana pool will decrease by the unmodified mana of the shot and the combatlog will show that the damage was not modified correctly. The following will also show up in the combatlog


6/9 19:38:47.953 SPELL_CAST_START,0x02800000003A7BEF,"Dekarthedron",0x511,0x0000000000000000,nil,0x800 00000,49052,"Steady Shot",0x1
6/9 19:38:49.750 SPELL_CAST_SUCCESS,0x02800000003A7BEF,"Dekarthedron",0x511,0xF130007F9B0018F3,"Master 's Training Dummy",0x10a28,53209,"Chimera Shot",0x8
6/9 19:38:49.968 SPELL_DAMAGE,0x02800000003A7BEF,"Dekarthedron",0x511,0xF130007F9B0018F3,"Master's Training Dummy",0x10a28,49052,"Steady Shot",0x1,178,177,1,0,0,0,nil,nil,nil
6/9 19:38:49.968 SPELL_DAMAGE,0x02800000003A7BEF,"Dekarthedron",0x511,0xF130007F9B0018F3,"Master's Training Dummy",0x10a28,53209,"Chimera Shot",0x8,625,624,8,0,0,0,1,nil,nil
6/9 19:38:50.375 SPELL_AURA_APPLIED,0x02800000003A7BEF,"Dekarthedron",0x511,0x02800000003A7BEF,"Dekart hedron",0x511,53220,"Improved Steady Shot",0x1,BUFF
6/9 19:38:50.375 SPELL_AURA_REMOVED,0x02800000003A7BEF,"Dekarthedron",0x511,0x02800000003A7BEF,"Dekart hedron",0x511,53220,"Improved Steady Shot",0x1,BUFF
6/9 19:38:50.375 RANGE_DAMAGE,0x02800000003A7BEF,"Dekarthedron",0x511,0xF130007F9B0018F3,"Master's Training Dummy",0x10a28,75,"Auto Shot",0x1,231,230,1,0,0,0,1,nil,nil

Tests where in the buff lasted for longer than 1 GCD showed the buff being applied correctly.


Can anyone else test this and put in a ticket/report?

An in-game GM has posited that this is due to latency and has forwarded the report to developer's. During the LK beta, I have posted/reported this bug over a span of 5-6 builds and received no acknowledgment from a GM.

I have posted the same in the Bug Report Forum. [Link]

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Old 06/12/09, 11:02 AM   #164
Riemu
Von Kaiser
 
Troll Hunter
 
Gorgonnash (EU)
Has anyone else noticed problems when targeting XT's heart ?

We were doing heartbreaker the other day and 3 out of 5 tries I wasn't able to fire a single shot on the heart cause my bar was disabled as if I wasnt in range.

I tried various ranges and angles - left, right, behind him, in front of him, 10 yards, 30 yards. I even used feign death a couple of times before the heart phase and shortly after the heart was exposed.

Nothing worked! Any suggestions ?

PS: We tanked XT between the 2 scrabpiles on the right side.

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Old 06/12/09, 11:43 AM   #165
Krazyk
Glass Joe
 
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Draenei Hunter
 
Stormrage
We tank him in the same place. I have had trouble targeting on him to begin with, but I just assist off of the MT list. Beyond that, I have had zero issues with the heart, and I don't have Hawk Eye.

Are you sure you actually have the heart selected, and not XT? I HAVE done that before, in which case your unable to fire anything. Are you noticing what error it is saying on your screen, if any, when this occurs? If anything make a macro to target the heart and see if you have any luck.

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Old 06/12/09, 1:04 PM   #166
Larada
Glass Joe
 
Orc Hunter
 
Deathwing
Originally Posted by Riemu View Post
Has anyone else noticed problems when targeting XT's heart ?
We tank him in-front of the stairs. Our DK had a problem last week attacking the heart, and now this week I had the same problem. It was telling us that we were Out of Range. I was trying to maneuver around, but nothing seemed to work. In the end I got a Kill Shot off but have no idea what made it possible for me to shoot.

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Old 06/12/09, 1:14 PM   #167
Riemu
Von Kaiser
 
Troll Hunter
 
Gorgonnash (EU)
Exactly, my bar gives me the out of range bug too

Yeah, I'm quite sure I had the heart selected in alle 3 Tries
Deselected and Reselected it a couple of times - didnt work either.

I never had any problem when we tanken him "normal mode" directly in the center, not on the right side between the scrappiles...

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Old 06/12/09, 5:10 PM   #168
Tsook
chiefly comprised of water
 
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Tsook
Troll Hunter
 
No WoW Account
In my experience, it seems like his heart's hitbox is 3x the size of his normal hitbox, causing 'out of range' issues because you're too close, not too far. Did you try running much further back then you would expect needing to?

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Old 06/13/09, 4:04 AM   #169
Rezdan
Don Flamenco
 
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Dwarf Hunter
 
Nagrand
Yes, I too have had issues on heartbreaker and can confirm that it was because I was too close. As tsook mentioned, the heart is significantly bigger than XT himself and may require stepping back to get out of melee range.

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Old 06/13/09, 5:16 AM   #170
Enishi
Glass Joe
 
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Orc Hunter
 
Fenris
Originally Posted by Tsook View Post
In my experience, it seems like his heart's hitbox is 3x the size of his normal hitbox, causing 'out of range' issues because you're too close, not too far. Did you try running much further back then you would expect needing to?
I can confirm this, whenever I put my pet on the heart it ends up about 30 yards away from the heart. I notice this when the heart is dead or when XT springs back into action, otherwise while my pet is attacking the heart it stays in around 5 yards of the heart where the hit box would seem to be ideally located. Our melee have also complained about any movement causing range problems once the heart is target-able.

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Old 06/16/09, 4:20 AM   #171
Riemu
Von Kaiser
 
Troll Hunter
 
Gorgonnash (EU)
Last night I had the same bug - this times in front of the stairs. I had to run to about 60 yards Range before I could actually shoot at it. Weirdest thing - Rangefinder put it at 60-70y range.

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Old 06/18/09, 12:14 PM   #172
Selway
Glass Joe
 
Undead Priest
 
Crushridge
Does anybody definitively have any information concerning ES now working correctly or not with MD? Thanks

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Old 06/18/09, 3:15 PM   #173
alarge
Piston Honda
 
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Night Elf Druid
 
Vek'nilash
Originally Posted by Selway View Post
Does anybody definitively have any information concerning ES now working correctly or not with MD? Thanks
This question keeps coming up over and over. I don't see how ES could ever work "correctly" as you seem to intend.

Currently, when you shoot an ES, 5 different things trigger:

* A debuff
* 3 tics of damage, spaced out at 1 sec intervals
* an auto shot

The problem with ES with MD today is that the debuff eats a charge, the auto shot eats a charge, and one tic of the ES eats a charge. So you get 2 tics of the ES against your threat, which is mostly likely going to be higher than the auto shot + 1 tic.

Even if they decided not to eat a charge with the debuff (and I've heard no word from Blizzard about making that change), you'll still eat one of the MD charges with your auto shot, so you would still have the possibility of it not working as planned.

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Old 06/21/09, 9:27 PM   #174
Furnurgler
Glass Joe
 
Furnurgler
Night Elf Hunter
 
Aman'Thul
Originally Posted by alarge View Post
This question keeps coming up over and over. I don't see how ES could ever work "correctly" as you seem to intend.

Currently, when you shoot an ES, 5 different things trigger:

* A debuff
* 3 tics of damage, spaced out at 1 sec intervals
* an auto shot

The problem with ES with MD today is that the debuff eats a charge, the auto shot eats a charge, and one tic of the ES eats a charge. So you get 2 tics of the ES against your threat, which is mostly likely going to be higher than the auto shot + 1 tic.

Even if they decided not to eat a charge with the debuff (and I've heard no word from Blizzard about making that change), you'll still eat one of the MD charges with your auto shot, so you would still have the possibility of it not working as planned.
What you have said about the 4 components of ES is correct. The auto shot is only correct if you are standing still. I have found using ES as a MD shot works well if you do it on the move, thus preventing the auto shot.

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Old 06/26/09, 7:22 PM   #175
alienangel
Bald Bull
 
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Draenei Hunter
 
Eredar
Late reply, but regardless of how ES and MD work together, it's so easy to test for yourself whether it's working "properly" or not that I wish people would stop asking the same damn question.

Here's how you test whether MS and ES work well:

0. Install Omen or Skada or any other mod that shows threat
1. Find a level 80 mob (or anything with a good amount of health - mobs that heal themselves like the trees outside dalaran are good)
2. Set your pet on it
3. Wait till your pet has a good amount of threat
4. Pull your pet off it
5. Misdirect your pet
6. Fire an ES at the mob
7. Look at omen to figure out where the threat went
8. ???
9. Profit

Hell, you can even skip steps 1 to 4 if you're ok with the mob beating on you while you look at omen.

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