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United Kingdom20322 Posts
So if your taking green breath and get red debuff you need to to go to the red debuff grp (or a player which is possibly one of the melee) call for a dispell and you let it time out on them or if it already matches your color heal through it. But then you have to account for timings, and licks and boss jumps so theres alot going on. Looks like alot of fun.
Debuff lasts 10 seconds, breath takes 5 seconds to cast
there are some awkward combinations like getting debuff at 0s, breath going from 1s to 6s and then debuff ending at 10s so that's a 4 second window to move between colors, get all of the wrong people out of 5 yard range and then get dispelled.
Lotsa people dieing to that one because they're slightly too slow or because a healer was in GCD for the wrong 1.5 seconds etc
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United Kingdom20322 Posts
Havoc mastery damage and damage scaling just got increased by 1.4x on the PTR, that's pretty insane and looks like it'd take mastery from being a pretty good stat to being the best stat by a large margin for every situation. Usain bolt DH tier? :D
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On December 06 2016 07:38 Rebs wrote:Show nested quote +On December 06 2016 07:31 daemir wrote:Killed mythic odyn, now on guarm. Fuck i can't wrap my head around how these dispels are meant to work  I was looking at some streams during my lunch break and the way some of them do it is that they have dedicated dispellers for each type of debuff (so if you get red you dispell red) and then the players themselves that get the debuff have to have enough awareness to go stand at a spot that is marked for each breath grp so that it jumps to a player with the same type of debuff, Normally like a Melee grp or something. but only if its a debuff that doesnt match their breath color. That doesnt relly work as there can be two of the same. That is two guys who are supposed to have shadow colour can both get fire debuff. At that point you cant dispel on colour anymore since they wouldnt know which one of the two to dispel.
Afaik most handle it either through some Weak aura or raid marks. Always mark the 3 affected players with 3 set marks (bossmods do this) and have 3 healers responsible of dispelling one mark each.
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On December 06 2016 17:23 Kreb wrote:Show nested quote +On December 06 2016 07:38 Rebs wrote:On December 06 2016 07:31 daemir wrote:Killed mythic odyn, now on guarm. Fuck i can't wrap my head around how these dispels are meant to work  I was looking at some streams during my lunch break and the way some of them do it is that they have dedicated dispellers for each type of debuff (so if you get red you dispell red) and then the players themselves that get the debuff have to have enough awareness to go stand at a spot that is marked for each breath grp so that it jumps to a player with the same type of debuff, Normally like a Melee grp or something. but only if its a debuff that doesnt match their breath color. That doesnt relly work as there can be two of the same. That is two guys who are supposed to have shadow colour can both get fire debuff. At that point you cant dispel on colour anymore since they wouldnt know which one of the two to dispel.Afaik most handle it either through some Weak aura or raid marks. Always mark the 3 affected players with 3 set marks (bossmods do this) and have 3 healers responsible of dispelling one mark each.
Then they are idiots.. you can always put a second set of prios for that. sory by grp .. row.. but that requires brains.+ Show Spoiler +omg 2 shadows in the same grp what do I do now ? Derp ... but yeah if a boss mod is marking the players that makes more sense. WAis a standard thing for nearly all fights. Before it used to be PA. You either had someone put the script together for you or you figured it out.
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United Kingdom20322 Posts
There's a lot of stuff that you can do but it's a lot harder as a 10 second debuff than it would be as 15 seconds
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Little confused @ the Legendary adjustments but i guess there's more legendary and class changes incoming soon
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On December 07 2016 00:07 Cyro wrote: There's a lot of stuff that you can do but it's a lot harder as a 10 second debuff than it would be as 15 seconds
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Little confused @ the Legendary adjustments but i guess there's more legendary and class changes incoming soon
Yeah looking at some of the wipes again it seems more like an issue with managing the timing and positioning in relation to the breath then it is getting the correct dispels of.
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That change to Rushing Jade Wind for WW is pretty crazy, but I feel like Blizzard didn't understand our iossues with that. It's a decent alternative to Hit Combo power wise, but it's reducing our ST for more AoE, when we alreadyare lacking in ST and are the AoE Kings ?
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I'm really confused by the out-of-left-field Charge change. I would normally shrug but Charge is the primary way I proc Sephuz, and so my crappy legendary will actually get crappier despite all the other changes as a result.
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8751 Posts
On December 07 2016 02:41 Noocta wrote: That change to Rushing Jade Wind for WW is pretty crazy, but I feel like Blizzard didn't understand our iossues with that. It's a decent alternative to Hit Combo power wise, but it's reducing our ST for more AoE, when we alreadyare lacking in ST and are the AoE Kings ? i think they generally try to make unused talents stronger, independent of current balance issues.
but can you imagine SEF -> RJW and instantly having 15 stacks of mark of the crane? omg. not a lot of situations with that many enemies though. doing big pulls in lower mythic+. add phase of helya. would be absolutely insane damage
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On December 07 2016 02:51 NonY wrote:Show nested quote +On December 07 2016 02:41 Noocta wrote: That change to Rushing Jade Wind for WW is pretty crazy, but I feel like Blizzard didn't understand our iossues with that. It's a decent alternative to Hit Combo power wise, but it's reducing our ST for more AoE, when we alreadyare lacking in ST and are the AoE Kings ? i think they generally try to make unused talents stronger, independent of current balance issues. but can you imagine SEF -> RJW and instantly having 15 stacks of mark of the crane? omg. not a lot of situations with that many enemies though. doing big pulls in lower mythic+. add phase of helya. would be absolutely insane damage
Oh yeah it's utterly ridiculous damage. Probably over 2M sustained dps against 10 or more ennemies. But it's pretty niche. :/
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Lalalaland34496 Posts
Rjw change is interesting for the talent itself but doesn't come close to dealing with any of the problems that WW or SEF has. It's likely an isolated change that won't have any big implications.
Fortunately one of the devs has replied to the EU thread basically saying 'thanks for all the feedback, we'll look at the SEF bugs, and we'll tune around those bugs if necessary'. Not that amazing of a reply but it's nice to hear something.
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I mean its good to be getting some positive attention.
Rogues got nerfed with feint going from 20 energy to 35 energy. Now it will disincentive us from using it in PvE except when its required. Also I feel that it was part of a nerf because of our Legendary leggings being OP for surviving (20% max hp over 5 seconds for 20 energy). Another instance where they are nerfing stuff because of a Legendary item =/.
At least my BrM is getting a buff with our 75 talent row. There is more than Healing Elixirs now! I am excited.
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Finally Ilgy mythic down after 50 trys. :D
And that last one was so clean I even ended it with 70% mana. The hps whore in me was not happy. Although I had also discovered before that last try that I was wearing my dungeon equip with way too much haste and mastery for all previous trys. Oops.
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United Kingdom20322 Posts
Increased the radius of Guarm's Multi-Headed from 8 yards to 30 yards on Mythic difficulty. Decreased Guarm's health by 5% on Mythic difficulty.
Developers’ Notes: The Mythic difficulty change to the Multi-Headed mechanic is intended to require the use of 2 tanks on the encounter. We also slightly reduced Guarm’s health alongside this change in order to minimize the effect on groups that were accustomed to only using 1 tank. This is already active in the NA/ANZ region, and will take effect in other regions with their weekly restarts.
Pretty nice, expected something along those lines.
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Helya
The magnitude of Corrupted Axion's healing absorb now properly scales down as the size of a raid decreases from 30 players to 10 players. Resolved an issue that would cause Fetid Rot from targeting more players than intended on non-Mythic difficulties. Reduced the health of several enemies in the Helya encounter on Normal and Heroic difficulties. On non-Mythic difficulties, Adjusted Orb of Corrosion no longer targets Helya's tank targets, similar to its behavior in Mythic difficulty.
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Odyn
Fixed an issue that could cause Odyn to sometimes cast a lethal Unerring Blast during the final phase of the encounter.
Progress :D
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I am surprised they changed the tank strat for Guarm, but can understand wanting 2 tanks for fights to be more consistent.
I like the ability to challenge yourself to get those kills with strategies you might not use anywhere else. It's the same as running 3 tanks on Eye or Spider.
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Second week in a row where i get 0 upgrades from the chests. Pala gets his third 885 neck and has the legendary neck already. Priest gets some crappy boots that he already has and even the 830 hunter gets the single slot that he has really high so its no upgrade. Really demotivated to even do anything this week. Only titanforges are upgrades and i dont want to run endless m+ in hopes for that because the dungeons that i need are not MoS and CoS.
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United Kingdom20322 Posts
I am surprised they changed the tank strat for Guarm, but can understand wanting 2 tanks for fights to be more consistent.
Lot of people 2 tanking already, 1 tank was a bit of a hacky strategy to gain DPS
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Well our monk tank didn't seem to have any problems solo tanking it on our tries that we had. His hp didn't feel risky, although he was red stagger all day every day, but I'd assume he'd have a chance to clear his stagger during the charge phase.
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United Kingdom20322 Posts
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Yes, we got to 7/7 1/3M with a monk and blood dk tanks. Also, 0 shadow priests.
altho tbh, I'd rather heal a monk than many other tanks on raid bosses. Stagger still means where other tanks would almost get 1 shot, the monk drops to half and then just has a dot on them. Rarely need an external. The blood dk on the other hand...
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