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01/09/09, 12:32 PM
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#51
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Von Kaiser
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Originally Posted by oresteez
I'd love to try it...but at the same time, I don't want to be dead during the fight.
Maybe tonight I'll drop my circle... and see what kind of mood I'm in when he starts breathing...
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I soft of tried this the other night. We were about to wipe anyway because the tank died, so I figured why the heck not?
I ran to the wall during the breath, and was able to avoid the damage. So it looks like distance can save you also. That being said, it's not really logical, because now you have to run all the way back to start dps'ing again.
Originally Posted by DragonTamerBrat
If you fall off the pipe, leading from Grobbulus into the poison infested pipe, you could DS back up....I believe 1/2 of our raid fell off and then had to frogger thru slimes again. "Can you summon me back up there?" was a very common request. RL finally told them to can it.
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I had some fun with this one last night. Drop your circle on the pipe, and then try to do something theatric so everyone is watching and just jump off. What's even cooler is that you can hit the button to teleport back before you even hit the ground!
All of a sudden on vent I heard 2 people saying, "did someone just fall off the ledge??"
Hah! It was pretty funny.
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01/10/09, 8:01 PM
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#52
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Von Kaiser
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Originally Posted by duhwhat
Where are you placing the circle on Malygos? I am placing it near the inner edge of the circle design on the floor, but I am often out of range on Vortex. Is is better to place it near the orb used to start the encounter?
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Ya, I found that if I put the circle away from the orb I had to time the cast for when I was over it (or at least not the other side). Right by the orb is always in range.
It's pretty handy for all those landing to know where to run to avoid breath as the locks will be there already.
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01/10/09, 10:28 PM
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#53
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Von Kaiser
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No need to worry about range. What you do is you click your teleport the second you get the "Vortex" debuff, before you even go up in the air. You'll teleport 2 feet or whatever and can keep DPS'ing -- you'll never go in the air at all.
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01/10/09, 11:28 PM
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#54
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Banned
Gnome Death Knight
Dark Iron
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Originally Posted by Viper007Bond
No need to worry about range. What you do is you click your teleport the second you get the "Vortex" debuff, before you even go up in the air. You'll teleport 2 feet or whatever and can keep DPS'ing -- you'll never go in the air at all.
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Not always, there is a bit of server lag involved, I've been sucked into the air in 2 ways, with and with out a reaplication of the debuff, it was annoying.
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01/11/09, 1:41 PM
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#55
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Glass Joe
Gnome Warlock
Kor'gall (EU)
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PVP
Blade's Edge Arena
Place your teleport up there somewhere middle in that Brigde. I've found that very usefull. You can jump down and all the times meleeclasses and casters also jump down with you and when they have jumped you can just teleport back up there and dot etc.. that gives you lots of time to bandage and do the things before opponents reach the middle of bridge again.
I think ppl have realized this earlier but didn't find from this post.
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01/12/09, 7:31 PM
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#56
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Von Kaiser
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It can be used to pretty great effect flag running in WSG. Exiting the other team's base, just leave it on the second floor somewhere, then exit through the tunnel. If the tunnel gets a little hairy, just port up to the second level and leave via GY/ramp.
And if you've got the flag in your own base, leaving the portal on the roof is a great way of losing melee. They'll follow you if you jump down, and you can port back up to bandage/hide/run.
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01/12/09, 10:21 PM
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#57
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Von Kaiser
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I imagine it would also be useful to use it for the quick cap achievement. Toss it down next to boots, run in grab flag, run back, port to boots, and take off. I also find it useful to place it on the second floor of your own base when defending so if a rogue sees you down bottom and jumps you, you can get away. If you're flag running it can be useful to put it on top of the graveyard. Enemies seeing you run that way will sometimes assume you're going to need to go tunnel/ramp and move to cut you off there.
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01/13/09, 3:18 AM
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#58
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Glass Joe
Blood Elf Warlock
Kargath
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Wow, that timing on the vortex is hard.
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01/13/09, 10:14 AM
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#59
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Piston Honda
Human Warlock
Steamwheedle Cartel
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Regarding the vortex, what I do is stop casting when Malygos does the emote - you will lose a bit of DPS time, but you don't want to be on the GCD or casting something when the vortex goes up because server and/or your lag can screw you (then again, I'm in Brazil so my personal lag is significantly larger than most people's - around 500ms in a raid). Then I mash my teleport key *as soon as* I see the Vortex message on SCT. It works every time - the main risk is to press the key slightly before the message comes up and waste the teleport.
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01/13/09, 3:00 PM
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#60
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Don Flamenco
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With the circle close to the orb in the middle, you can teleport while fully in the air and don't have to worry about timing. It's only a problem if you put the circle too far from the center.
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01/16/09, 1:08 AM
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#61
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Glass Joe
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I used my teleport the other night pretty effectively in Heroic Azjol-Nerub on the final boss. When Anub'arak is underground, rather than move away from the spikes, I can just let the spike toss me into the air, then teleport back to the ground rather than taking falling damage.
I also find it pretty useful in Violet Hold - drop the circle next to an emergency torch, and then port straight to it when (and if) you need it.
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01/16/09, 1:34 AM
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#62
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Von Kaiser
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Originally Posted by radiskull
I used my teleport the other night pretty effectively in Heroic Azjol-Nerub on the final boss. When Anub'arak is underground, rather than move away from the spikes, I can just let the spike toss me into the air, then teleport back to the ground rather than taking falling damage.
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Considering the impale on Heroic does about 8k damage, I don't see the advantage in taking the damage, and spending a GCD from the port, when both moving briefly (and possibly casting an instant spell) out of the impale or porting to your circle at another location would incur the same time cost but without any loss of health.
That said, if you do get impaled, the port will save you the fall damage.
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01/16/09, 10:44 PM
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#63
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Von Kaiser
Undead Warlock
Draenor (EU)
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Originally Posted by Villeraz
Considering the impale on Heroic does about 8k damage, I don't see the advantage in taking the damage, and spending a GCD from the port, when both moving briefly (and possibly casting an instant spell) out of the impale or porting to your circle at another location would incur the same time cost but without any loss of health.
That said, if you do get impaled, the port will save you the fall damage.
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My experience if you are quick on it you can at least get a haunt off before anyone lands.
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01/17/09, 3:18 AM
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#64
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Glass Joe
Undead Warlock
Nordrassil
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Maly threat?
I was 'warned' not to do this on the Maly vortex as it would wipe the raid - is it just threat mgmt?
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01/17/09, 4:59 AM
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#65
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Glass Joe
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Originally Posted by doomonyou
I was 'warned' not to do this on the Maly vortex as it would wipe the raid - is it just threat mgmt?
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Pretty much yeah 
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01/17/09, 3:56 PM
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#66
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Don Flamenco
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Originally Posted by doomonyou
I was 'warned' not to do this on the Maly vortex as it would wipe the raid - is it just threat mgmt?
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That's not a good reason... you can also teleport out of the damage portion and do other things beside DPS while you're out. A raid leader asking you to do less damage is silly, just watch your threat.
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01/17/09, 4:38 PM
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#67
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Von Kaiser
Human Warlock
Antonidas (EU)
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That's not the only thing, but at least to my observation the sparks start moving again if you teleport out of the vortex, which can produce very unwanted results.
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01/19/09, 12:50 PM
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#68
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Von Kaiser
Human Warlock
Spinebreaker (EU)
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Thats very odd..
Whenever I port out the Sparks remain frozen for the duration of the Vortex.
Threat management is each invidualy DPS'ers responsibility.
If launching 20K + Incins or boosted dots and ShBolts at Maly during this period is causing too much threat then just back off, or Lifetap to full mana and drain till healed.
This will, aside from allowing you to regain mana or put in some extra DPS time, take some of the pressure off your healers post Vortex or perhaps save them a little mana.
I'd just like to reitterate - I have never seen the sparks move after porting out of Vortex.
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01/19/09, 1:09 PM
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#69
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Von Kaiser
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From a "going for gladiator" warlock in S5, on the WoW NA Forums:
"You can deke a melee - drop a portal while they're on you (.5s cast - nearly impossible to interrupt) and start running away. 5 yards away cast teleport and run the opposite direction you were before.
You'd be surprised how many 2000+ rogues fall for this one, and how long it takes them to recover."
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01/19/09, 2:03 PM
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#70
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Glass Joe
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A pair of wintergrasp tricks i use it for.
1. Before the round starts go up in one of the corner towers and place your portal. when the round starts and you get ported out of the tower. Teleport back and grab turret of choice. (also useful for jumping down to take out someone destroying your gun)
2. When in a tower, run along the edge and jump to an adjacent wall next to the tower and place your portal there. It works wonders for taking out tanks near the wall, and on top of that when players are in range it usually will take them a bit to find you (and most of the time they wont be able to hit you). Alternatively, you can jump down. Attack everything in sight, and portal back up, then bandage + drink.
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01/23/09, 4:33 PM
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#71
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Glass Joe
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Originally Posted by doomonyou
I was 'warned' not to do this on the Maly vortex as it would wipe the raid - is it just threat mgmt?
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yes, if you pass the tank on threat you're running the risk of aggroing maly when he lands, resulting in your death if you're lucky, everyone's death if you're not. Teleporting out does prevent you from taking the vortex damage if nothing else, i generally use the time to reapply my dots and do some light dps (I'm usually pretty high on threat)...if you notice you're too high, soulshatter before he lands and you should be alright.
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02/02/09, 3:05 PM
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#72
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Glass Joe
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As a Demo Warlock with Meta, I use DS to get back into position quickly after an Immolation Aura. For example, I start 25 yards from the boss in proper position (depending on the boss and its abilities). I drop my DS, pop Meta, Demonic Charge, Immolation Aura and then get on with my rotation. As soon as IA fades, I can teleport back to 25 yards range with virtually zero down time.
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02/02/09, 3:21 PM
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#73
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Don Flamenco
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Originally Posted by tooper10
As a Demo Warlock with Meta, I use DS to get back into position quickly after an Immolation Aura. For example, I start 25 yards from the boss in proper position (depending on the boss and its abilities). I drop my DS, pop Meta, Demonic Charge, Immolation Aura and then get on with my rotation. As soon as IA fades, I can teleport back to 25 yards range with virtually zero down time.
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Unless you need to be standing back from the boss, you're wasting some meta'd GCDs. Ideally you would want to run in toward the boss on any instants you're casting. If you really need to get out of melee range, moving during CoA/Corr/LT will increase your DPS time.
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02/03/09, 3:01 PM
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#74
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Glass Joe
Undead Warlock
Eldre'Thalas
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Gurubashi Arena Circle
Drop the portal up in the stands opposite the entrance to the Gurubashi Arena. If things are getting rough with a dotted melee, just port up and let them try to run all the way around.
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02/03/09, 3:11 PM
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#75
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Glass Joe
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In Naxx before entering the pipe to enter Gluth... put your portal on the pipe, "accidentally fall down". Do /dance and then wait for your raid to laugh at you for being a "noob" and falling. do a /laugh and port back up.
There are mobs down there that I have thought about aggroing. Anyone know what would happen? Would they come all the way around and attack? Raid leader wont let me try to find out
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