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Old 02/04/09, 10:20 AM   #51
Rouncer
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Rouncer
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Originally Posted by Tankenstein View Post
While trivializing the leveling process even further probably isn't high on Blizzard's list of priorities, I think it'd be neat if they could put something in place when they get around to making Magma Totem useful in raids

Can't have your cake and eat it too.

Right now Magma totem has no threat, which means it can be dropped in a raid with tons of tanked mobs and even though it will be doing some serious dps (especially for an Elemental Shaman) there are no concerns with pulling aggro off the tank. If it was changed so that the damage was applied as if the Shaman's (which would also give us the tag for looting purposes) then we would also get the threat which would not be such a great tradeoff in my opinion.

How can you say that Magma Totem is useless in a raid anyway? Our Elemental shaman runs in and drops his on AE packs and his dps for those packs is top 3 on almost all those pulls. Even Resto Shaman should be dropping their Magma totem for AE packs. It's a lot of damage with no threat so they could basically stand in the middle of the pack and heal without worries about aggro if the mobs are tanked properly. There is no way that Flametongue or ToW is giving the other casters enough spellpower to offset the damage the magma totem provides on an AE pack. 3 mobs or less then Flametongue and ToW is the right call but for more then that run in and drop Magma.

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Old 02/04/09, 10:37 AM   #52
Xunwael
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Sunstrider (EU)
Originally Posted by Vrabel View Post
Personally I find the use of Magma totems in 25 man raids pointless. The damage lost by having to run over to the aoe mobs and running back (feel free to thunderstorm during if you bothered to glyph it of course), as well as the damage other casters lose from having the spelldmg and crit taken away is greater then the damage provided by Magma totem.
I've had my totem easily pull off 3000+ DPS during AoE packs and sarth 3drakes after the first drake dies (and 13000 dps in SM cath, there seems to be no cap on the aoe damage). You lose 136 spell power, with flametongue totem up, and 3% crit on whatever you're aoeing, but I'm sure that adding what is practically another member to the raid compensates for that. Well... atleast it does in our raids, we don't have the greatest caster DPS if you know what I mean.

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Old 02/04/09, 12:29 PM   #53
Rouncer
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Originally Posted by Xunwael View Post
I've had my totem easily pull off 3000+ DPS during AoE packs and sarth 3drakes after the first drake dies (and 13000 dps in SM cath, there seems to be no cap on the aoe damage). You lose 136 spell power, with flametongue totem up, and 3% crit on whatever you're aoeing, but I'm sure that adding what is practically another member to the raid compensates for that. Well... atleast it does in our raids, we don't have the greatest caster DPS if you know what I mean.

There is no cap (unless it was added after I did my testing on the PTR).

I pulled everything in RFC (the low level instance in Org) and then dropped the Totem. First Tick was over 75k.

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Old 02/04/09, 1:16 PM   #54
Trikstar
Glass Joe
 
Draenei Shaman
 
Feathermoon
I am having trouble defining raid-wide and group-wide totems. From what I have seen there have not been many changes, but don't like relying on what the Blizzard tooltip says simply because they all say "party" except for Totem of Wrath. If anyone could share your insite I would greatly appreciate it. I have searched multiple forums for an hour now and can't find anything.

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Old 02/04/09, 1:27 PM   #55
Nagisamuro
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Cho'gall
Post #45 in this thread has a complete breakdown.

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Old 02/04/09, 1:51 PM   #56
Tankenstein
Banned
 
Tauren Shaman
 
Cho'gall
The problem with Magma Totem in raids isn't its damage, which is great, it's that you have to:

1. Run into melee or near-melee range

and

2. If it hits anything first (such as an add that spawns a split second before one of its ticks), that thing will aggro it and kill it, so you have to keep throwing a new one down

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Old 02/04/09, 2:12 PM   #57
Rouncer
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Originally Posted by Tankenstein View Post
2. If it hits anything first (such as an add that spawns a split second before one of its ticks), that thing will aggro it and kill it, so you have to keep throwing a new one down
What are you talking about? That's what was fixed.

It generates aggro by it's existence and that's it. If you are next to the totem then everything will be aggroed on you and will ignore the totem. The only time the totem will be killed is if you were to drop it and then leave the area of the totem and then something spawns while it is just sitting there by itself.

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Old 02/04/09, 4:44 PM   #58
Trikstar
Glass Joe
 
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Feathermoon
Post #45 in this thread has a complete breakdown.
Thank you

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Old 02/04/09, 5:33 PM   #59
Tankenstein
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Tauren Shaman
 
Cho'gall
Originally Posted by Rounced View Post
What are you talking about? That's what was fixed.

It generates aggro by its existence and that's it. If you are next to the totem then everything will be aggroed on you and will ignore the totem. The only time the totem will be killed is if you were to drop it and then leave the area of the totem and then something spawns while it is just sitting there by itself.
I think we're in agreement: if the totem gets into combat with something before you do, that something will kill the totem

So if you body pull a bunch of mobs to the totem, the totem will be OK

If a mob sees the totem before it sees you, though, the mob will kill the totem

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Old 02/04/09, 9:51 PM   #60
Tryania
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Greymane
Originally Posted by Xunwael View Post
I've had my totem easily pull off 3000+ DPS during AoE packs and sarth 3drakes after the first drake dies (and 13000 dps in SM cath, there seems to be no cap on the aoe damage). You lose 136 spell power, with flametongue totem up, and 3% crit on whatever you're aoeing, but I'm sure that adding what is practically another member to the raid compensates for that. Well... atleast it does in our raids, we don't have the greatest caster DPS if you know what I mean.
You might be able to answer a question that my guild is coming up with. On Sarth, will totems spawn lava adds, or no? We seem to be getting a lot of lava ads when Flame Wall comes through. Would anyone happen to know?

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Old 02/05/09, 7:03 AM   #61
Stopokingme
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Originally Posted by Tryania View Post
You might be able to answer a question that my guild is coming up with. On Sarth, will totems spawn lava adds, or no? We seem to be getting a lot of lava ads when Flame Wall comes through. Would anyone happen to know?
First of all, this is more a question for the Sarth thread, second of all, lava adds don't spawn because the Lava Strikes (the fireballs from the sky) hit people, they just spawn randomly after a Lava Strike hits the ground. The wall has nothing to do with spawning them at all.

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Old 02/05/09, 1:14 PM   #62
Rouncer
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Originally Posted by Stopokingme View Post
First of all, this is more a question for the Sarth thread, second of all, lava adds don't spawn because the Lava Strikes (the fireballs from the sky) hit people, they just spawn randomly after a Lava Strike hits the ground. The wall has nothing to do with spawning them at all.

The only thing the wall does is enrages them.

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Old 02/06/09, 11:09 AM   #63
jonnaei
Von Kaiser
 
Draenei Shaman
 
Aerie Peak
Originally Posted by Tankenstein View Post
I think we're in agreement: if the totem gets into combat with something before you do, that something will kill the totem

So if you body pull a bunch of mobs to the totem, the totem will be OK

If a mob sees the totem before it sees you, though, the mob will kill the totem
How is that anything different that Searing totem or any other totem for that matter?



(e) And your contention was that anything it hits first would aggro to it and kill it. This is what Rounced was responding to and what you were wrong about. They generate 0 threat beyond the fact that they exist.

Originally Posted by Tankenstein
2. If it hits anything first (such as an add that spawns a split second before one of its ticks), that thing will aggro it and kill it, so you have to keep throwing a new one down

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Old 02/06/09, 5:28 PM   #64
Tankenstein
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Cho'gall
It's easy enough to test what I'm saying

Just drop a magma totem in the middle of a bunch of yellow gorillas

The gorillas will kill the totem

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Old 02/06/09, 8:58 PM   #65
Rouncer
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Originally Posted by Tankenstein View Post
It's easy enough to test what I'm saying

Just drop a magma totem in the middle of a bunch of yellow gorillas

The gorillas will kill the totem

When you drop the totem it becomes hostile to the yellow gorillas because it's pulse does damage to them thus putting them on their threat table the same as if they were just standing somewhere and something with a 20 yard aggro radius happened to get within 20 yards of it without having any aggro on anything else. You were not hostile to the gorillas since they are yellow, thus when you dropped it it became the only thing on their aggro table so it gets killed. Which fits perfectly with "the totem's only aggro generation is it's very existence".

The only time the totem's damage will seem to generate threat is if it hits a target that is so much lower in levels then you that it's body pull threat radius is smaller then the pulse of the totem. Because then the damage has put the totem on the thing's threat table, the same as if the totem had body-pulled the thing to it.

Yes, if something spawns within aggro radius and happens to be closer to totem then to anything else, then the totem will be killed. If that is really the point you have been arguing, it was already understood as part of the mechanic, so could we please stop with this line of discussion.

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Old 02/06/09, 9:34 PM   #66
Nevets_69
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Originally Posted by Rounced View Post
When you drop the totem it becomes hostile to the yellow gorillas because it's pulse does damage to them thus putting them on their threat table the same as if they were just standing somewhere and something with a 20 yard aggro radius happened to get within 20 yards of it without having any aggro on anything else. You were not hostile to the gorillas since they are yellow, thus when you dropped it it became the only thing on their aggro table so it gets killed. Which fits perfectly with "the totem's only aggro generation is it's very existence".

The only time the totem's damage will seem to generate threat is if it hits a target that is so much lower in levels then you that it's body pull threat radius is smaller then the pulse of the totem. Because then the damage has put the totem on the thing's threat table, the same as if the totem had body-pulled the thing to it.

Yes, if something spawns within aggro radius and happens to be closer to totem then to anything else, then the totem will be killed. If that is really the point you have been arguing, it was already understood as part of the mechanic, so could we please stop with this line of discussion.
This is not the behavior I have observed in game. If you walk into a pack of hostile mobs, and without doing anything to them you drop the totem, it will pull aggro after 1 or 2 pulses. It seems like it still generates aggro based on the damage it does, it just doesn't have an aggro pulse like it use to is all.

Elemental Shaman: You're OOM.
Enhancement Shaman: So are you.

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Old 02/07/09, 1:06 AM   #67
Rouncer
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Originally Posted by Nevets_69 View Post
This is not the behavior I have observed in game. If you walk into a pack of hostile mobs, and without doing anything to them you drop the totem, it will pull aggro after 1 or 2 pulses. It seems like it still generates aggro based on the damage it does, it just doesn't have an aggro pulse like it use to is all.


I just, as in literally 1 second ago, flew down from Dalaran and body pulled a worg thing. No buffs active at all, no lightning shield, no thorns, nothing that could generate aggro. Then I dropped 2 magma totems with a fire nova chaser (he had 57 hps left after the magmas) and killed him without him so much as looking at any of the totems.

Just killed another one except I started with a Fire Nova and then moved on to the Magmas and again didn't look at the totems. Also couldn't loot either at the end but that part is working as intended according to Blizzard anyway.

Last edited by Rouncer : 02/07/09 at 1:49 AM.

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Old 02/07/09, 8:23 AM   #68
Basil2
Glass Joe
 
Orc Shaman
 
Король-лич (EU)
Originally Posted by Nevets_69 View Post
If you walk into a pack of hostile mobs, and without doing anything to them you drop the totem, it will pull aggro after 1 or 2 pulses. It seems like it still generates aggro based on the damage it does, it just doesn't have an aggro pulse like it use to is all.
I guess it happend just because some of mobs were out of your aggro radius. You still need to be sure that mob is attacking you before putting totem, even now.

The really boring thing is that mob killed by totem doesn't count in quests, so you also still need to hit each mob personally if you want to complete quest. However now you need only 1 hit, not override totems' agro as before.

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Old 02/19/09, 5:27 AM   #69
SentinelBorg
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Blackrock (EU)
So they hot-nerfed Grounding yesterday back to its 3.0 state. Also Tremor was fixed and ticks now only every 3 seconds.

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Old 02/19/09, 10:42 PM   #70
Basil2
Glass Joe
 
Orc Shaman
 
Король-лич (EU)
How it ticks before?
Are totems still pet-macros destructable?

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Old 02/22/09, 12:52 PM   #71
Sunchips
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Sunchips
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Originally Posted by Basil2 View Post
Are totems still pet-macros destructable?
Yes.

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