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World of Warcraft |OT9| People still play this? Isn't it from 2004

Soultakers world boss! FROST DK GET HYYYYYPED!

Underwhelming. Been using the blue version of them that better matches my gear for a while anyway, thanks to the "bug". Nothing like having a hidden appearance locked behind a world boss a couple of months in yet having access to 3/4 skins anyway.
 

Magnus

Member
Thanks for mentioning Render Scale guys - it's a setting I hadn't even thought to fiddle with to help improve my FPS.

I'm running an i5 with a 1060 card which should crush this game, but as others have mentioned, it's not a well-optimized game so there are random FPS drops everywhere, particularly with some fog/spell effects in dungeons and Suramar in general.
 

LogicStep

Member
So what are the best tanks for mythics? I'm thinking on boosting a character, kinda want to tank since I can already dps and heal on my shaman.
 
So I have yet another dumb ass rookie question but it's in regards to which specs use which gear. Currently I'm gearing as Blood DK but if I want to switch to frost for mythics do I need different trinkets/rings/neck? Or can I do decent dps without needing specific gear to go from blood to frost for any given dungeon or raid?
 

Mupod

Member
Underwhelming. Been using the blue version of them that better matches my gear for a while anyway, thanks to the "bug". Nothing like having a hidden appearance locked behind a world boss a couple of months in yet having access to 3/4 skins anyway.

Well, I didn't get my Blood appearance for a long time because of bad luck with Withered Training. And Unholy's won't drop for me no matter how many thousands of ghouls I summon. So the Frost appearance will help if for no other reason than I'm getting a little tired of doing all my world quests and PVP as Blood. I'm still quite a ways from unlocking any of the extra colours, although if I really wanted the red one it would be easy to sit around in alterac valley and rack up kills.

Also I use that crypt lord looking PVP set for transmog and the default appearances actually match it pretty well.
 

Teletraan1

Banned
This world boss is an absolute shit show. The one dude just randomly charges someone walking up to the encounter and then resets. Happened about 5x to much rage. On the kill I got a Prydaz. Any idea if this is getting buffed to be more than an absorb shield. The stats are kinda poo for all my specs.
 

Mupod

Member
This world boss is an absolute shit show. The one dude just randomly charges someone walking up to the encounter and then resets. Happened about 5x to much rage. On the kill I got a Prydaz. Any idea if this is getting buffed to be more than an absorb shield. The stats are kinda poo for all my specs.

It's being buffed to apply its shield every 30 seconds regardless.

So I have yet another dumb ass rookie question but it's in regards to which specs use which gear. Currently I'm gearing as Blood DK but if I want to switch to frost for mythics do I need different trinkets/rings/neck? Or can I do decent dps without needing specific gear to go from blood to frost for any given dungeon or raid?

As Blood I like crit for mythic+ as my DPS is actually very significant (at least until Blizzard nerfs me into the ground by 40% again). So if you're trying to compromise then crit/haste works fine.

Unholy has better synergy with Blood IMO for that reason. Frost likes Versatility but there's nothing wrong with Versatility as a tank if you're worried about that. Crit just gives more damage. I just keep every strong ring/neck I find unless it's a massive upgrade for another person in my mythic+ group because it feels like every few weeks the stat I'm supposed to want ends up changing.

Now trinkets can be very different. Depends how lucky or unlucky you are. For example I really like Chrono Shard for both DPS and tanking mythic+ but good luck getting a high ilvl one. A titanforged/socketed strength+stat world quest (or trial of valor) trinket could be good for any spec if you're lucky enough to have one. My current tank trinkets are the Nythendra seed pod (gives a ton of haste and a damage/leech on use ability) and the other one varies based on what I'm doing. But for Frost I use specific trinkets like the Eye of Command (end boss of karazhan) and Memento of Angerboda (Maw of Souls) even though they are lower ilvl.

Karazhan has some other weird stuff like a ring that reduces damage by 10% for a few seconds at the start of every pull. Very useful as a speedrunning tank, but obviously not useful for DPS. Likewise the 10% autoattack ring from Court of Stars punches above its weight for DPS and is pointless for tanks.
 

frequency

Member
Nope. You need to be artifact knowledge 4 for it to drop, I believe.

Ugh. I leveled mine up to make it for the World Boss but just got it up and am not at AK4. This is stupid. Next chance is in another 3 months. I'm not happy. Blizzard can go suck a butt with all this crazy time gating in Legion.
 

Mupod

Member
My group is definitely considering pushing for mythic+15 this week but I'm hoping Tyrannical doesn't ruin our plans. Some bosses are just so completely broken with that up. But our gear has improved a lot and we don't need to worry about Necrotic or any other horrible bullshit this time.

I know we can't get the +15 hidden appearance until the next raid tier, but if the post-Nighthold boost to mythic dungeon difficulty is substantial then this might be the best week to get the +15 done. I don't think we have enough time to cycle back around to these affixes by then, but I didn't do the math.
 

v1perz53

Member
Nah, it's not really worth waiting.

You say this, but at AK 14 one of the Suramar quests was worth ~50k AP from the initial questline. The real question is why bother doing Suramar at all on an alt aside from the AP, so no reason not to wait, unless you need revered or something for profession stuff.
 

Moff

Member
I started one of the new suramar quests from the adventure guide that teleported me from suramar into a mountain in azuna.

I could not finish it because we did a mythic dungeon and now I can't seem to get back? I was looking for 30 minutes for a way back into the mountain. I abandoned the quest hoping I could restart it again in suramar, but nothing there. Any advice?
 

v1perz53

Member
My group is definitely considering pushing for mythic+15 this week but I'm hoping Tyrannical doesn't ruin our plans. Some bosses are just so completely broken with that up. But our gear has improved a lot and we don't need to worry about Necrotic or any other horrible bullshit this time.

I know we can't get the +15 hidden appearance until the next raid tier, but if the post-Nighthold boost to mythic dungeon difficulty is substantial then this might be the best week to get the +15 done. I don't think we have enough time to cycle back around to these affixes by then, but I didn't do the math.

I'm so jealous of HoT healers with overflowing. I was reading on reddit that HoT ticks remove the shield they just applied, so it never really stacks a large shield? Definitely doesn't work that way with our Holy Pal, we tested it the first week overflowing was an affix, and if he healed a target at 100%, it would add to the shield not use it up. So if he healed me with a 300k Holy Light out of combat at 100%, I would get a 300k absorb, if he healed me again I would have a 600k absorb, etc. Meaning with an unlucky crit after I full-healed myself at the end of a pull, he could drop a 1 million absorb shield on me with no way to remove it before the next pull, so I start 1 million in the hole. Really feels super broken on high crit high burst non HoT healers.

Funny for us is that now that we understand Skittish, next week's Teeming/Skittish/Fortified is by FAR our easiest shot at a +15, almost guaranteed if we have enough time and don't get screwed by "miniboss but counts as trash so it murders you with Fortified" keys like Wardens.
 

Mupod

Member
I never turned in the corrupted essence quest because I want to see how high that artifact power reward item can get. I think it's like 80 or 90k right now? Might turn it in before the raid because that would get my swords to the next level.

I'm so jealous of HoT healers with overflowing. I was reading on reddit that HoT ticks remove the shield they just applied, so it never really stacks a large shield? Definitely doesn't work that way with our Holy Pal, we tested it the first week overflowing was an affix, and if he healed a target at 100%, it would add to the shield not use it up. So if he healed me with a 300k Holy Light out of combat at 100%, I would get a 300k absorb, if he healed me again I would have a 600k absorb, etc. Meaning with an unlucky crit after I full-healed myself at the end of a pull, he could drop a 1 million absorb shield on me with no way to remove it before the next pull, so I start 1 million in the hole. Really feels super broken on high crit high burst non HoT healers.

Funny for us is that now that we understand Skittish, next week's Teeming/Skittish/Fortified is by FAR our easiest shot at a +15, almost guaranteed if we have enough time and don't get screwed by "miniboss but counts as trash so it murders you with Fortified" keys like Wardens.

I have no idea how monk healers work. I just know he has no issues with overflowing and I can yank things out of sanguine. It'll be a nice relaxing week for dungeons and there's no reason we can't chain pull/make big pulls with bloodlust.

we are melee-heavy and that was causing us problems with Skittish before. But I'm much better at dealing with it now. Can't say the same for other tanks...I did a few runs as Frost and I almost couldn't even use Sindragosa's Fury without risking death.

Teeming sucks but there's no interaction between that and Skittish so we'll be free to CC on the real shit pulls. That's another affix that we really hated at first but learned to deal with over time. Still makes Arcway horrific though.

and yes fuck that miniboss. We don't even try that place with fortified or enraging anymore because there's just no way to survive.

Ran a +12 last week, got a shit 885 neck piece for the same slot as my shit 910 welfare legendary. GG blizz.

here, hold my 4 880 bracers with bad stats and my trinket that is good for nobody.
 
I started one of the new suramar quests from the adventure guide that teleported me from suramar into a mountain in azuna.

I could not finish it because we did a mythic dungeon and now I can't seem to get back? I was looking for 30 minutes for a way back into the mountain. I abandoned the quest hoping I could restart it again in suramar, but nothing there. Any advice?

There's an entrance to the cave outside (you actually have to use it at the end of the quest). It's slightly obscured with some crystals and shrubbery in the crystal canyon things where the pylon / whelps WQ is.
 

Moff

Member
There's an entrance to the cave outside (you actually have to use it at the end of the quest). It's slightly obscured with some crystals and shrubbery in the crystal canyon things where the pylon / whelps WQ is.

damn, I knew it had to bethere but the plant in front of it is really big, thanks
 

v1perz53

Member
Teeming sucks but there's no interaction between that and Skittish so we'll be free to CC on the real shit pulls. That's another affix that we really hated at first but learned to deal with over time. Still makes Arcway horrific though.

Once we learned that a 6 second head start for the tank (me on Guardian druid) basically makes it impossible for DPS to pull threat with skittish, it really made the affix barely even exist. I'm sure a higher threat/DPS tank than Guardian would need even less of a head start. We run melee heavy also, but because skittish is a flat (but random) numerical threat value added to every non tank on the aggro table, with the biggest spike always happening between 1-5 seconds (found that out thanks to our handy addon dev group member who wrote an addon to harvest threat data last week), if melee just stay off the threat table for the first few seconds of a pull any competent tank should never lose aggro. No need for CC or anything, if ever it would be one random mob I lost aggro on which is much easier to handle than dropping 5 mobs at once. Now for us skittish is basically "can you do the instance 2 minutes under the timer to account for the few seconds of waiting at the start of each pull". Also makes bosses very easy with Skittish since chain taunts and the resultant extra threat gen after a taunt make it very easy to stay ahead, so taunt bosses on CD with skittish!

But arcway is still horrible. It is bad for melee even without skittish. Hell, it is bad for everyone...

E: The harvested threat data for Skittish is actually really weird to look at. The affix is super random and unpredictable aside from the large threat spike in the first 1-5 seconds. I have no idea how or why they coded it as they did, but it definitely doesn't work ANYTHING like I expected it to before harvesting the data.
 

Xeteh

Member
Twice in two dungeons I've had healers bail after the boss that drops their hidden artifact skin. That is some garbage.
 

Haly

One day I realized that sadness is just another word for not enough coffee.
They do require the last boss for a lot of things these days it's just some stuff slipped through the cracks.

I remember when Kara attunement didn't require the end boss either. Hotfixed real quick.
 

Xeteh

Member
Bad design, I'd say. Put the damn drop on the end dude? I'm a genius!

Yup. Blame Blizzard. They did the same thing with quest items in WOD dungeons and eventually had to change the quests to require killing the last boss.

Guess they didn't learn.

Yeah, for sure. I'm leveling a Rogue and I did Eye and Darkheart and there is zero incentive (outside not being a twat) for these people to stay. So Shaman bailed after the 2nd boss in Eye and the Druid after the first. Its just so fucking selfish but totally unsurprising.
 

cdyhybrid

Member
Yeah, for sure. I'm leveling a Rogue and I did Eye and Darkheart and there is zero incentive (outside not being a twat) for these people to stay. So Shaman bailed after the 2nd boss in Eye and the Druid after the first. Its just so fucking selfish but totally unsurprising.
You'll get to return the favor by leaving after Ashgolm in Vault when you're farming for Thunderfury at least!
 

v1perz53

Member
Gotta love a world boss that randomly targets people and charges to them in an area that then resets the boss. Would it really be that hard for blizz to implement a system where if a boss was brought to a leash area by someone it just went to the next highest threat target instead of fully resetting?
 

Anoregon

The flight plan I just filed with the agency list me, my men, Dr. Pavel here. But only one of you!
Some spec design notes for the next PTR build (which isn't up yet)

Protection Warrior:
While Protection’s performance is still solid, we want to provide Revenge a clearer role in the live rotation, and eliminate the need for an off-GCD ability (Focused Rage) to deal damage. To address both of these problems, Revenge is made into a higher-damage ability, which is used rotationally with its usual activation proc, but can also be used outside of that proc by spending Rage. This eliminates the need for Focused Rage. Thunder Clap will fill the role of a second Rage generator, and be used regularly while tanking. Also of note is a new talent that allows you to adopt a more open playstyle if you prefer, by making your auto attacks trigger Devastates automatically, rather than fitting it into open spaces in your rotation.

Survival Hunter:
Survival's most notable addition is some new gameplay for traps. As all Hunters will once again have traps in 7.1.5, we want to make sure that Survival still feels like the master of traps. In particular, we want to restore the concept of baiting enemies into traps, as opposed to merely dropping them at their feet for an immediate effect. A new Survival passive will grant all your traps an added effect if an enemy is led into the trap after it is placed, encouraging you to anticipate the movement of an enemy, or coordinate with your tank in group content. Talents further enhance this, allowing you to increase the bonus in situations where you can reliably make use of it, or to use a new effect on Steel Trap to singlehandedly eliminate enemies who walk into it of their own accord.


Marksmanship Hunter:
We agree with players that Marksmanship currently relies far too much on Patient Sniper not only to do good damage, but also to make the rotation feel fun and rewarding. As such, we’re changing baseline Vulnerability to essentially bake in Patient Sniper, and adding a new Patient Sniper talent in its place. We are also adjusting some talents to allow for more diversity within talent rows and reflect the change to the base rotation. In particular, the Level 100 row: while Sidewinders was commonly used in all situations for its effects on the rotation, we’d rather the base rotation felt fluid on its own, and Sidewinders was a talent focused on the wide-area cleave that is its most clear purpose. Among other changes to help with this, Marked Shot no longer requires the targets to have Vulnerable to do strong damage, so builds without Sidewinders will be able to use it more effectively.

Shadow Priest:
Shadow’s overall pacing is being adjusted so that the highest peak is at the end of Voidform, rather than just before the start of the next one. As a part of this, Lingering Insanity is removed, but overall Insanity generation (and therefore Voidform uptime) is increased. Additionally, Mind Sear is replaced with a new passive effect that allows Mind Flay to fulfill the same purpose. Shadow already has significant multi-target gameplay from the desire to maintain two damage-over-time effects on each target (a process which being is made smoother by allowing Void Bolt to extend DoTs on multiple targets at once). Finally, we are continuing to tweak the Insanity decay rate in Voidform, and the strength of Surrender to Madness, to better balance the Level 100 row. We want to preserve the purpose and strengths of Surrender to Madness for players who enjoy it, without it being quite so ubiquitous as it is currently.

Arcane Mage:
Arcane is receiving several significant talent changes, to increase talent diversity and move away from some of the more problematic gameplay centered around Quickening. In addition to a new Arcane-specific shield to replace Ice Barrier, there are few utility updates not yet on the PTR: Presence of Mind will be baseline for all Arcane Mages, and a new talent will be added that allows Arcane Missiles to be channeled while moving.

Fire Mage:
While Fire was mostly in a good place, we’re looking at two related issues in 7.1.5; the degree to which critical strike dominates other stats, and the overly high amount of damage concentrated into Combustion. Focusing on critical strike’s very strong contribution to the damage of Combustion, as well as that of Pyretic Incantation, addresses both of these. We'll be adjusting the damage of Fire’s core spells to leave its total damage similar to what it was before these changes. We're also giving Fire its own element-themed shield, as with Arcane.
 

Strimei

Member
Oooh, the arcane missile change sounds good to me.

Shadow priest: wonder what thye mean by the whole mind flay thing, but good to hear about void bolt, I hate trying to juggle all those damn dots and trying to keep it up while in void form.
 

Khezu

Member
Blizzard need to just give up on vulnerability, it is a completely awful mechanic.

The reason people took SW(outside of it being ridiculous) it let you sorta ignore vulnerability, at least the RNG surrounding it.

Just remove it and buff marks damage.
 

Xando

Member
Ugh, couldn't they just add rage generation to Devastate? Would be so much easier than this shit.
Yeah not sure how i feel about tc now being a rage generator.
Best case would be to have devastate as the second rage generator. Seems like a unnecessary extra ability to the main rotation.
 

Strimei

Member
The archaeology focus for the next two weeks isn't too bad, took me about an hour and some to get the 10 pieces needed. They seem to be a guaranteed drop from the rare spawn that can come too (hell, I got two off one, even), so its not like those damn jewels a few weeks back.

Reward is a wyrmtongue pet.
 

Haly

One day I realized that sadness is just another word for not enough coffee.
"Hey guys, I just threw my trap down so can we move the boss over in to it so I can get some extra damage?"

Sounds like a GENIUS change.

I mean this is kind of interesting but the bonus would have to be really amazing for it to be worthwhile...

Nightmare Dragons immediately comes to mind where such a mechanic would go off regularly.

Lay trap at 6 stacks.
Tanks swap at 7.
???
Top the chartssss
 

Rhaknar

The Steam equivalent of the drunk friend who keeps offering to pay your tab all night.
yes, im sure tanks in random groups, or even guild groups will "coordinate" with your shitty niche spec just so you get something out of it, fucking lol.

"hey tank come here with the boss...just come here, I put a trap here come ooooon"

not to mention, isnt survival still melee tho? how the fuck are they going to lead shit into traps as melee?

good lord Blizzard
 

v1perz53

Member
The archaeology focus for the next two weeks isn't too bad, took me about an hour and some to get the 10 pieces needed. They seem to be a guaranteed drop from the rare spawn that can come too (hell, I got two off one, even), so its not like those damn jewels a few weeks back.

Reward is a wyrmtongue pet.

I'm spoiled after the speed of the last quest (10 minutes of clicking small things and done) but at least this one has me doing archaeology and has a reward I might actually use.
 
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