AT World of Warcraft Thread (Cataclysm, Where do you play, General BS and all that)

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zokudu

Diamond Member
Nov 11, 2009
4,364
1
81
Elemental is currently Simming as top DPS in early Cata raids. I have to agree though that I have a lot of "button bloat" on my death knight.

I have like 8-9 different buttons I want to push regularly and at times I get a bit overwhelmed compared to my old predictable 5. I need to practice alt and shift keybinds for the first time ever D:
 

invidia

Platinum Member
Oct 8, 2006
2,151
1
0
Yeah, feral Druids are murdering the dps charts. Both in pve and pvp. 12-14k rake crit ticks? And people are complaining about my 14k ice lance which needs a bit more of a setup than a single melée attack.
 

CVSiN

Diamond Member
Jul 19, 2004
9,301
0
0
Yeah, feral Druids are murdering the dps charts. Both in pve and pvp. 12-14k rake crit ticks? And people are complaining about my 14k ice lance which needs a bit more of a setup than a single melée attack.

that's nothing Frost DW DK here Obliterating for over 28k on most hits. Howling Blast well over 15k per target on large crits..

and my gear still BLOWS..

Zanthea of Sargeras Horde
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
Originally Posted by Nethaera (Source)
These hotfixes were intentional and we wanted to share more information about the "why" for you all here:

Mana is supposed to matter for healers, and in the case of Holy paladins, that just wasn’t happening. We were seeing raid groups attempting to learn new bosses where the other healers were out of mana while the paladins were still at 90% of mana. We also thought the experience of paladins healing harder heroic dungeons was inconsistent with that of other healers, or our design intent. We thought it was only a matter of time before groups started going out of their way to stack paladins for raids or recruit them for dungeon runs, which of course is not our intent. For this reason, we thought it was important to address this point now rather than sitting on it until a future patch.

The main culprit for the increased paladin efficiency this was Holy Power from Tower of Radiance. We were seeing a strategy develop where paladins would cast Holy Light on a Beaconed tank, and then cast Light of Dawn on the raid (and use very few other spells). This strategy was remarkably successful considering how simple it is. The Holy Power-based heals are supposed to be an important component of the paladin kit, but because Holy Light is designed to be super efficient, the overall strategy was too efficient. The intent of Tower of Radiance was to make directly healing a Beacon of Light target less punitive, but instead it was becoming the only smart way to play. You can still generate Holy Power by using Flash of Light or Divine Light on a Beaconed target, or through a variety of other ways. Remember, overall it isn’t balanced if paladins are just as mana efficient as other healers and have several mana-free spells.

Light of Dawn was adjusted because it was completely eclipsing Word of Glory. We lowered the healing of Word of Glory late in development, but also redesigned Light of Dawn. They had fallen out of sync, and Light of Dawn was just too good.
 
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exdeath

Lifer
Jan 29, 2004
13,679
10
81
Originally Posted by Nethaera (Source)
These hotfixes were intentional and we wanted to share more information about the "why" for you all here:

Mana is supposed to matter for healers, and in the case of Holy paladins, that just wasn’t happening. We were seeing raid groups attempting to learn new bosses where the other healers were out of mana while the paladins were still at 90% of mana. We also thought the experience of paladins healing harder heroic dungeons was inconsistent with that of other healers, or our design intent. We thought it was only a matter of time before groups started going out of their way to stack paladins for raids or recruit them for dungeon runs, which of course is not our intent. For this reason, we thought it was important to address this point now rather than sitting on it until a future patch.

The main culprit for the increased paladin efficiency this was Holy Power from Tower of Radiance. We were seeing a strategy develop where paladins would cast Holy Light on a Beaconed tank, and then cast Light of Dawn on the raid (and use very few other spells). This strategy was remarkably successful considering how simple it is. The Holy Power-based heals are supposed to be an important component of the paladin kit, but because Holy Light is designed to be super efficient, the overall strategy was too efficient. The intent of Tower of Radiance was to make directly healing a Beacon of Light target less punitive, but instead it was becoming the only smart way to play. You can still generate Holy Power by using Flash of Light or Divine Light on a Beaconed target, or through a variety of other ways. Remember, overall it isn’t balanced if paladins are just as mana efficient as other healers and have several mana-free spells.

Light of Dawn was adjusted because it was completely eclipsing Word of Glory. We lowered the healing of Word of Glory late in development, but also redesigned Light of Dawn. They had fallen out of sync, and Light of Dawn was just too good.

Cataclysm or no, some things will never change
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
I enjoy Enhancement, but the class has so many damn abilities to keep at your finger tips, because you may have to use it. I had to shuffle around Feral Spirits just to make room for Unleash Weapon.

My mage only uses a few buttons and is just as powerful as my Shaman :\.
 

coloumb

Diamond Member
Oct 9, 1999
4,096
0
81
CURSES... 10% off PC games at the local store was enough to plunder me back into the game [of course I went for the collector edition]. Time to refigure out what I've forgotten the past 2.5 years..
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
So it seems the current tactic is to summon a boss in the Crucible of Carnage by yourself and make other groups fight it. What assholes.
 

Soccerman06

Diamond Member
Jul 29, 2004
5,830
5
81
So it seems the current tactic is to summon a boss in the Crucible of Carnage by yourself and make other groups fight it. What assholes.

That totally sounds like something I would do, then again when I played, people would do anything for someone in BL
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Seems I'm just full of noticing things today...

I found out the hard way that your characters will not gain any rested post Cataclysm upgrade unless you've logged into them (post upgrade of course). I've logged into my Priest quite a few times and he nearly has a full level rested where my Paladin had nothing because I hadn't logged on him.

Made sure to log onto all of my characters to beef up their rested... although, only get 1.5x ~1.6 million exp isn't much when it builds all the way up to needing 9.125 million.

That totally sounds like something I would do, then again when I played, people would do anything for someone in BL

I would just aggro their mob and run it out of the area to despawn it :twisted:.

I also noticed that on the CoC, you actually get credit for your quest if you started your challenge while another group is currently killing another boss (not sure if it has to be a different one) and the other group kills the their boss (and yours is still alive). I had this happen quite a few times on different characters. I think it also causes the other group to fail as it would explain why I failed the challenges numerous times.
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
Originally Posted by Blizzard (Source)
December 14
General
•Master Riding now properly grant players 310% flight speed in Eastern Kingdoms with X-53 Touring Rocket, Celestial Steed, Headless Horseman's Mount, X-51 Nether-Rocket, X-51 Nether-Rocket X-TREME, and Invincible.

Battlegrounds
•Battleground Demolishers in Strand of the Ancients have had their health lowered in all Battleground brackets except for the level 80-84 range, where their health has been increased.
•Lifegiving Seeds can no longer be used in Battlegrounds.

Hunter (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
•Players who have the Insanity debuff can't benefit from Time Warp until the debuff has expired. Players can no longer benefit from both Ancient Hysteria and Time Warp prior to the Insanity Debuff fading.

Mage (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
•Frostfire Orb cannot trigger Fingers of Frost if Rank 2 of Frostfire Orb is not learned. Fingers of Frost functions normally otherwise. Note that the debuff will still appear on the target until a client-side patch is applied to correct this display issue.

Paladin (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
•Zealotry no longer consumes the Hand of Light proc effect.
•Tower of Radiance no longer grants Holy Power from Holy Lights cast on a target buffed with Beacon of Light. It continues to work as the tooltip describes for Flash of Light and Divine Light. Please note the tooltip may not be updated to reflect this change until a client-side patch is applied.
•Healing done by Beacon of Light is now properly affected by healing modifiers on targets which reduce healing done (i.e. Mortal Strike).
•The healing done by Light of Dawn has been reduced by approximately 40%. Please note the tooltip may not be updated to reflect this change until a client-side patch is applied.

Dungeons & Raids
•The Looking For Dungeon random bracket for Throne of the Tides and Blackrock Caverns has been changed from level 80-81 to 80-82, and the specific bracket has been changed from level 80-83 to 80-85.
Blackrock Caverns
•Twilight Dragonkin Armorers in Throne of the Tides and Blackrock Caverns now always drop some sort of loot. Get your Shimmering Claws while they're fresh!
Blackwing Descent
•All four golems are now immune to Distract in the Omnotron Defense Council encounter.
•Poison Bombs in the Golem Council encounter will now only attack and explode on targets they're fixated on.
•The gate beyond Magmaw and Omnotron should not close after the bosses are killed if a soft reset takes place.
•The Orb of Culmination will now properly respawn after a soft reset takes place.
Deadmines
•Ripsnarl's Summon Vapor mechanic now ignores line of sight and correctly spawns a Vapor in regardless of where players are standing.
•Glubtok can now be looted even if the party dies before he finishes his dramatic death sequence.
Grim Batol
•Impaling Slam by Forgemaster Throngus now does much less damage, but is no longer mitigated by fire resistance.
•Players can now zone into the dungeon while another player is in combat with a boss.
Halls of Origination
•Brann now correctly begins his event for "Heart of the Matter" if the player is mounted when the quest is accepted.
•There is now a teleportation device present at the front of the dungeon once Temple Guardian Anhuur has been defeated.
Throne of the Four Winds
•You are now able to drink and eat after the party wipes. It's a sad day, after all, when the dead can't even enjoy delicious food and drink.
•The Ravenous Creepers in the Conclave of Wind encounter now properly retarget players on the western platform when their aggro target moves to another platform. Even when no players are available to target on the platform the Creepers will retarget any new player who arrives on the platform.
The Vortex Pinnacle
•Characters who become stuck in a Slipstream are now properly dropped after a period of time and brought back to the platform via the Fall Catcher.

Items
•Amulet of Dull Dreaming and Acorn of the Daughter Tree had duplicate stats. That's no fun for anyone! Amulet of Dull Dreaming has a critical strike rating of 112 and a haste rating of 112. Acorn of the Daughter Tree has a mastery rating of 116 and a haste rating of 107.
•Captured Lightning from The Vortex Pinnacle now correctly has Spirit instead of hit rating. The item tooltip may not properly update to reflect this change, but the appropriate stats should be applied to a character when the item is equipped.
•Lifegiving Seeds can no longer be used in Battlegrounds.
•Shroud of the Dead, purchased from the Ramkahen Quartermasters in Uldum, is no longer Bind-on-Equip.

Professions
•The respawn rates for all Horde and Alliance Cooking daily quest objectives in Orgrimmar and Stormwind have been increased.
•The Alchemy mount Vial of the Sands is no longer Bind-on-Pickup.
•Corpses which have already been skinned should no longer sometimes remain, making players think they can still be skinned -- players who are then left saddened by false hopes.
•Players are no longer able to apply the Eternal Belt Buckle on belts higher than item level 300.
•The droprate on the Precious Locket from Royal Monkfish in Stormwind waters for the Fishing daily quest "Big Gulp" has been increased.
•Ethereal Ink sold by vendors was too expensive and now trades at a 1:1 ratio with Blackfallow Ink.
•Obsidium Ore nodes now spawn more frequently in Deepholm.
•Pristine Hides were too common and now have less of a chance to drop.
•The gem cuts Timeless Nightstone, Jagged Jasper, and Solid Zephyrite can no longer create perfect versions of the cut.

Quests & Creatures
Cataclysm Zones
Deepholm
•Players that are not on the quest "Wrath of the Fungalmancer", and are out of combat at the same time another player begins the Fungalmancer event, will not be placed into combat with Fungal Horrors that spawn during the encounter. All Fungal Horrors despawn as soon as Fungalmancer Glop is defeated. In addition, at no time should Fungalmancer Glop path through walls or terrain. Norsala respawns moments after a player completes the encounter.
•The quest "Wayward Child" can now be completed with Therazane regardless of the phase the player is in.
•Twilight Soulreapers and Defaced Earthragers no longer give any experience or loot when killed.
Mount Hyjal
•All players who receive the raid victory message while on the quest "Prepping the Soil" will also receive quest objective completion.
•Lava Surgers were caught red-handed showing no loot. Showing no loot of an almost broken nature. This will not do. (They now drop loot and can be mined.)
Tol Barad Peninsula
•Wandering Souls will now always drop a Cursed Femur for the quest "Salvaging the Remains".
•Darkwood Broodmothers and Darkwood Hatchlings were sharing spawn locations, sometimes preventing one of the creature types from spawning. This has been corrected.
•The Magnatized Scrap Collector cannot be used outside the designated quest area.
Twilight Highlands
•The cutscene for the quest "Enter the Dragon Queen" no longer breaks if someone skips the cutscene and more than one person is watching it.
•The ever-sneaky Cayden Dunwald should now always get attacked during the escort quest "Once More Into The Fire".
•Baited Black Drakes were Deathwing wannabes and doing way too much damage with their fire breath. This damage has been reduced to ensure there is only one king of pain.
•To address a phasing conflict, players cannot accept "Somethin' For The Boys" until they've completed all three of the preceding quests, including "They Took Me Pants!"
•Axebite Grunts now despawn whenever the siege tanks get healed and leave, or if they get destroyed. The Siege Tank Commanders are now flagged as immune creatures and no longer get stuck in combat, which prevented players from interacting with them for the quest "Siege Tank Rescue". In addition, players can no longer attack Siege Tank Commanders.
•Darunga's respawn time for the quest "Doing It Like a Dunwald" has been reduced. In addition, the corpses of Darunga and Jaspertip Crystal-Gorgers should no longer linger around for an inordinate amount of time.
•The Frothing Rage buff is now removed when players leave the zone.
•The ogres in Glopgut's Hollow now respawn at a higher rate than before.
Uldum
•Harrison Jones will now spawn at the exact same time as the Obsidian Colossus for the quest "Fortune and Glory".
•Engaging in PvP combat in Ramkahen now properly spawns guards.
•Wearing associated costumes for the quest "Firing Squad" when the cutscene plays should no longer result in event issues.
•Kill credit is now awarded to all party members for both the regular and daily versions of the quest "Fire from the Sky". Missiles from other players are also visible to everyone now.
•Elite Troopers were way too elite and had triple the armor they're supposed to have. We've stripped them of some of their precious protection.
•All party members are now receiving credit for motivating a Slacking Laborer for the quest "Make Yourself Useful". This is 100% more useful.
Vashj'ir
•The quest "Wake of Destruction" now only requires players to devour 10 naga.
•Hallazeal the Ascended now despawns when a player leaves combat or logs out while being engaged with him.
•At the conclusion of the final cutscene for "Defending the Rift", the quest completion NPC is visible for both factions.
•The Nespirah Fluid buff is now removed when players enter a dungeon, raid, or Battleground.
•Quest credit is now shared between party members when killing quest creatures for "Wake of Destruction".

Eastern Kingdoms
Eastern Plaguelands
•Players should no longer have issues using Rayne's Seed in all three ziggurats for the quest "Amidst Death, Life".
•The Cape of Stranglethorn
•The Ironjaw Humour that drops off Ironjaw Behemoth for the quest "Too Big for His Britches" can now be looted by multiple members of a party.
Ghostlands
•Goblin characters are now able to accept the quests “The Forsaken" and "Journey to Undercity".
•Northern Stranglethorn
•When reputation with the Bloodsail Buccaneers is friendly, players can now accept the quest "Avast Ye, Admiral!" from Fleet Master Firallon.
Swamp of Sorrows
•The objects Thousand-Thread-Count Fuse, Extra-Pure Blasting Powder, and Stack of Questionable Publications for the quest "In with a Bang" now respawn more quickly.

Kalimdor
Southern Barrens
•Silithid Swarmers no longer grant any experience or loot, and cannot be skinned when killed.
Stonetalon Mountains
•The Stonetalon Mountains Quests achievement is now properly triggered after the 55th quest is completed.

Northrend
Icecrown
•Morbidus no longer provides any loot or experience.
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
So last night stopped by the AH and there were about a dozen of those treasure pots up for around 200g. Grabbed one and headed for the deeps. First several boxes had nothing but gold. About 20 minutes in I went and opened the next five and had 4 with cloth along 7-10 each. Just on gold drops and vendorring trash I recovered the 200g in about 35 minutes. Collected enough cloth to skill from 470 to 495 over the 55 minutes. I probably wouldn't worry about grabbing the potion next time. Those guys are weak enough that I can do a walking hellfire aoe and wipe 2-3 groups of them out. Also if you done the quest where the big giants and now friendly, watch out for when a bunch of the regular flayers try to attack one, you can also aoe them down as the thread the giant puts out when they engage seems to be all but impossible to pull a mob from attacking it.


Is the 4k point hardcap still in place? Didn't get to play much more then my trip to the deep so still need to get an item to give the 1 more item level to unlock heroics and as I'm sitting at like 3900 jp I probably need to stop by there and pick something up to alleviate both problems.
 
Oct 19, 2000
17,861
4
81
How exactly can you "force" other players to fight your quest mob at CoC? Does the mob spawn so quickly that the people that just got done don't have time to get away?
 

bl4ckfl4g

Diamond Member
Feb 13, 2007
3,669
0
0
So last night stopped by the AH and there were about a dozen of those treasure pots up for around 200g. Grabbed one and headed for the deeps. First several boxes had nothing but gold. About 20 minutes in I went and opened the next five and had 4 with cloth along 7-10 each. Just on gold drops and vendorring trash I recovered the 200g in about 35 minutes. Collected enough cloth to skill from 470 to 495 over the 55 minutes. I probably wouldn't worry about grabbing the potion next time. Those guys are weak enough that I can do a walking hellfire aoe and wipe 2-3 groups of them out. Also if you done the quest where the big giants and now friendly, watch out for when a bunch of the regular flayers try to attack one, you can also aoe them down as the thread the giant puts out when they engage seems to be all but impossible to pull a mob from attacking it.


Is the 4k point hardcap still in place? Didn't get to play much more then my trip to the deep so still need to get an item to give the 1 more item level to unlock heroics and as I'm sitting at like 3900 jp I probably need to stop by there and pick something up to alleviate both problems.

Yeah you don't need the potion but it typically gets me an extra 75-100% cloth drops. Sometimes you get unlucky though and either don't get enough of them or have several with only gold. Either way you do it, it is the best way to farm cloth. I'd definitely use the pots at 200g. I got several chests last night with 11 cloth in them and I got 6 Volatile air from them which are 50g each on my server.

Anyway, glad to see they haven't nerfed it yet. It allowed me to max tailoring faster than most and make 35k profit from the level 85 pvp gear and 1 epic belt. I know that doesn't sound like a lot to some people but I started cata with 500g. So I've maxed tailoring and enchanting mostly on the back of that farm spot in a very short time.
 

invidia

Platinum Member
Oct 8, 2006
2,151
1
0
Free epic weapons?

I capped out on conquest points this week by going 11-24 in one night. Yes, terrible record seeing as I went a weird comp: frost mage/warrior. I'll be having 365 pvp weapons by next week. This is worse than BC. Epic gear has never been this easy and fast to get.

I'll suggest to raiding guilds to get their weapons geared this way. Epic pvp still beats heroic 5man weapons out of the water.
 
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Moonzi

Senior member
Nov 5, 2009
617
0
76
From what I see there's so many people there, people just kill things to move the queuing along
 

Anubis

No Lifer
Aug 31, 2001
78,716
417
126
tbqhwy.com
then please explain how you did it without the fucker despawning or refusing to run over the rock or just bugging the fuck out.

im not alone on this every guildie complained about it last night and there is bitching on other sites about it as well
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
If it despawns you must leave the cave until you get the notification that you've entered the outdoor area. You can then go back in and he will be there again to take up the escort. As far as finishing it, just mount up and run out, just have to watch out for the damn big worm bastard.
 
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