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Author Topic: 2.3.2 preliminary patch details  (Read 14399 times)
Simond
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on: November 27, 2007, 06:56:01 AM

Quote
World of Warcraft PTR Patch 2.3.2

General

* /timetest is a command that can be run to provide information on game performance. /timetest 0 turns the command off. When the command is issued, the next time a player uses a flight master to travel, certain statistics will be measured and displayed at the end of that flight. All weather effects and spawns are shutdown during the test.
* Quest givers with blue question marks no longer show up on the minimap.
* NPC's who you have completed a quest for will display a question mark on mouseover rather than an exclamation point.
* The bank controls for the guildmaster level of a guild is now grayed out. A guildmaster always has full access to a guild bank and this cannot be changed.
* A "Withdraw-Repair Only" button has been added to the guild bank controls. If this is set for a guild rank, then that rank cannot actually withdraw funds from the guild bank, but they can still use that daily amount of money for repairs.
* You will now automatically stand up when attacked, even if the attack doesn’t land.


Hunters

* Arcane Shot: Ranks 1-5 will once again deal bonus damage based on attack power.
* Aspect of the Viper effect increased.
* Freezing Trap is no longer limited to one target at a time.
* Pet leveling speed has been increased.


Mages

* Cold Snap (Frost) cooldown reduced. It is now in the Ice Block position in the talent tree. This ability will no longer reset the cooldown on Fire Ward.
* Conjure Mana Gem (Rank 6 - Emerald) now restores 1800 to 3000 mana and has three charges.
* Ice Block (Frost) is now available on the trainer to all mages at level 30.
* Icy Veins (NEW Frost Talent) decreases casting time of all spells by 20% and increases the chance your chilling effects will freeze the target by 25%. Lasts 20 sec. 3 min cooldown. It is now in the Cold Snap position in the talent tree.


Paladins

* Crusader Strike (Retribution) now causes 110% of weapon damage and no longer gains any bonus from spell damage.
* Righteous Fury: This spell will no longer cost twice the listed mana to cast.
* Sanctified Judgements (Retribution) now returns 80% of the Seal's mana cost, increased from 50%.


Rogues

* Cheat Death: When multiple attacks land simultaenously, all those resolved after the attack which triggered Cheat Death will now have their damage reduced by 90% as intended. However, the combat log will still report them doing full damage.
* Hemorrhage: Rank 4 of this ability no longer has its charges consumed by non-physical attacks and spells.


Shaman

* Earth Shield (Restoration) mana cost reduced.
* Lightning Shield mana cost reduced.
* Water Shield now restores mana periodically regardless of how many charges remain. Duration increased to 10 minutes.


Warlock

* The health cost taken from the Warlock after using Health Funnel will now remain consistent between uses.


Warrior

* Defiance (Protection) weapon expertise will now work in all stances. This was a bug that has been fixed.
* Warriors no longer lose rage when using a macro to enter a stance they’re already in.


Professions
Cooking

* Goldthorn Tea was erroneously unlearned by most players who had learned the recipe. The recipe has been re-enabled and can be learned again from Henry Stern in Razorfen Downs at no cost.

Enchanting

* Enchant Shield - Resilience now requires a Runed Fel Iron Rod instead of a Runed Adamantite Rod.

Leatherworking

* Increased the range of leatherworking drums to 40 yards. Drums of Panic remains unchanged at 8 yards.


Items

* Amani Charm of the Witch Doctor: Tooltip typo corrected.
* Hearthstone: The cast time on this item is no longer affected by spell haste.
* Icy Chill Enchant: The triggered effect from this enchantment will now cause a melee slow and movement snare as intended.
* Idol of the Unseen Moon: This item now has a 30 second cooldown on being triggered.
* Idol of Terror: The triggered agility buff from this item no longer overwrites other agility buffs.
* The Netherscale Ammo Pouch is no longer a Unique item.
* The Knothide Quiver is no longer unique.


Dungeons and Raids
Heroic Coilfang Resevoir - Steamvaults

* Mekgineer Steamrigger's Main Chambers Access Panel is no longer interactable until Mekgineer Steamrigger has been killed.

Tempest Keep - The Eye

* The number of Blood Elves guarding Prince Kael'Thas' room has been reduced.

Zul’Aman

* The Amani'shi Warrior's Charge ability now has a minimum range.
* The melee haste provided by Halazzi's Frenzy has been reduced to 100%.
* Dragonhawks in Zul'Aman can now be skinned. This doesn't include dragonhawks that do not have loot.


Quests

* Blade's Edge Mountains: Players accepting the bombing run quests in Blade's Edge Plateaus will no longer cause other players in the region to stand up.


User Interface

* There is now an option to turn off the screen edge damage flash when you have a fullscreen UI up.
* You can sell stacks by dropping them on the merchant window again.
* Ready check (/readycheck) will now display a visual display of each party/raid member's status next to their name. This will display in the Party UI, the Raid UI and the Raid pullout UI. A player will get a check mark if they are ready, a question mark if they have not replied and a red X if they are not ready or are afk.
* You can now see raid members on the minimap as dark blue dots in addition to party members which still display as light blue dots.
* You can now shift click names while the petition window is open to paste them into the petition.
* Fixed various problems with /castsequence getting stuck.
* /cast will toggle spells again unless the name is prefixed with an exclamation mark, e.g. /castsequence Steady Shot, !Auto Shot


Bug Fixes

* Fixed “Spell/Ability is not ready yet” message when clicking quickly at the beginning of a cast.
* Fixed a server disconnect when moving the mouse over recipes in the guild bank.
* Gnomish Universal Remote will now work properly with the Fel Cannon.
* Disconnecting a USB HeadSet will no longer cause problems with the Voice Chat dropdown menus.
* Clockwork Rocket Bots will no longer attack each other in Shattrath City.
* Channel changes will now appear properly in the chat log after zoning in or out of instances.
* Unplugging headphones/speakers then plugging them back in while in WoW no longer disables all sound in WoW
* If the original owner of a custom channel gives leadership away their options menu will no longer show that they have moderation privileges.
* The first custom created guild ranking will now properly show up in the Guild Control pane drop down menu.
* Control-clicking on inventory items that teach recipes will now properly display you wearing the item made by the recipe in the dressing room UI.
* Fixed an issue that was not allowing all charges of a Field Repair Bot to be used.
...and...

Quote
Druids
Ravage (All Ranks) - Damage changed from 350% to 385%

Hunters
Aspect of the Viper - Mana regeneration changed from 50% of the total intellect to 55%.

Mages
The new Mana Emerald is an upgrade of the Rank 5, not a new rank. Changed from 1136 - 1364 mana to 1800 - 3000 mana.

Paladins
Crusader Strike - Now deals 110% weapon damage and refreshes all Judgements on target.
Sanctified Judgement (All ranks) - Seal's mana cost returned changed from 50% to 80%

Rogues
Ambush (All Ranks) - Damage changed from 250% to 275%

Shamans
Water Shield
New Version - The caster is surrounded by 3 globes of water, granting 50 mana per 5 sec. When a spell, melee or ranged attack hits the caster, 200 mana is restored to the caster. This expends one water globe. Only one globe will activate every few seconds. Lasts 10 min. Only one Elemental Shield can be active on the Shaman at any one time.
Old Version - The caster is surrounded by 3 globes of water. When a spell, melee or ranged attack hits the caster, 200 mana is restored to the caster. This expends one water globe. Only one globe will activate every few seconds. When the spell expires, each remaining globe will activate and grant 200 mana to the caster. Lasts 1 min. Only one Elemental Shield can be active on the Shaman at any one time.

Improved Water Shield - Now gives 2 Mana / 5 sec along with the 27 mana bonus each time it triggers.
Lightning Shield (Rank 1) - Mana changed 45 from to 25
Lightning Shield (Rank 2) - Mana changed 80 from to 60
Lightning Shield (Rank 3) - Mana changed 125 from to 100
Lightning Shield (Rank 4) - Mana changed 180 from to 150
Lightning Shield (Rank 5) - Mana changed 240 from to 200
Lightning Shield (Rank 6) - Mana changed 305 from to 250
Lightning Shield (Rank 7) - Mana changed 370 from to 275
Lightning Shield (Rank 8 ) - Mana changed 430 from to 325
Lightning Shield (Rank 9) - Mana changed 490 from to 400
Earth Shield (Rank 1) - Mana Changed 600 from to 300
Earth Shield (Rank 2) - Mana Changed 745 from to 375
Earth Shield (Rank 3) - Mana Changed 900 from to 450

Professions
Transmute: Mithril to Truesilver cooldown has been lowered from 47 Hours to 23 Hours.

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Hutch
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Reply #1 on: November 27, 2007, 07:25:16 AM

Quote
* Freezing Trap is no longer limited to one target at a time.
?? Does this mean a Freezing Trap could bag more than one target?

Quote
* Pet leveling speed has been increased.
I've read about this elsewhere. They're dropping the amount of xp your pet needs to level up. Any change is welcome; I've come close to lapping my pet a couple times since hitting Outland.


Edited to add link.
« Last Edit: November 27, 2007, 07:47:47 AM by Hutch »

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ajax34i
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Reply #2 on: November 27, 2007, 07:38:58 AM

?? Does this mean a Freezing Trap could bag more than one target?

I'd guess it means they've reversed their earlier nerf.  You can cast one freezing trap, wait till it almost expires and trap your mob, then immediately exit combat cast a second trap and trap another mob.  There's a small amount of leeway because the spell recycles slightly before the trap expires.  That's my understanding of it; I might be wrong.
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Reply #3 on: November 27, 2007, 07:57:02 AM

?? Does this mean a Freezing Trap could bag more than one target?

I'd guess it means they've reversed their earlier nerf.  You can cast one freezing trap, wait till it almost expires and trap your mob, then immediately exit combat cast a second trap and trap another mob.  There's a small amount of leeway because the spell recycles slightly before the trap expires.  That's my understanding of it; I might be wrong.

You can trap a mob and if the cooldown is finished (traps last 1min armed, cooldown is 30secs) you can lay another trap down. Some people cried nerf because apparently (though I never tried it as I had not played for a long time and the ability to trap in combat was nice enough for me) you could drop a second trap just as your first mob got frozen, and trap it. That currently no longer works. It is also a pretty dumb way of managing CC, tbh. I would much rather spend my trap cooldowns keeping one mob chain-trapped than being fancy and trapping 2 for one 20 second window.

Of course, I am not survival with the trap talents and readiness, so I might have a different outlook then, as it MIGHT be viable in that situation.

I got used to no double trapping a long time ago when blizzard made it so that (in the old you had to FD/Trap to drop more traps) if you trapped a mob and Feigned to trap again, the trap already laid broke. Was a sad day when it was no longer possible for 2 hunters to trap 4 of the 6 mobs coming across the bridge from Drakk's room in UBRS.

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murdoc
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Reply #4 on: November 27, 2007, 07:59:42 AM

I hateses Hunter Traps  Shaking fist

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Reply #5 on: November 27, 2007, 11:22:25 AM

You can trap a mob and if the cooldown is finished (traps last 1min armed, cooldown is 30secs) you can lay another trap down. Some people cried nerf because apparently (though I never tried it as I had not played for a long time and the ability to trap in combat was nice enough for me) you could drop a second trap just as your first mob got frozen, and trap it. That currently no longer works. It is also a pretty dumb way of managing CC, tbh. I would much rather spend my trap cooldowns keeping one mob chain-trapped than being fancy and trapping 2 for one 20 second window.

Of course, I am not survival with the trap talents and readiness, so I might have a different outlook then, as it MIGHT be viable in that situation.

I got used to no double trapping a long time ago when blizzard made it so that (in the old you had to FD/Trap to drop more traps) if you trapped a mob and Feigned to trap again, the trap already laid broke. Was a sad day when it was no longer possible for 2 hunters to trap 4 of the 6 mobs coming across the bridge from Drakk's room in UBRS.
I only doubled up on traps to handle resists. If my first trap stuck, I generally tossed a second at the healer's feet and moved on to DPS. (Generally the trapped guy would beeline for the healer, since my trap aggro is nothing compared to the shit-ton of healing the healer's been laying down.). If nothing else, priests tend to be pretty happy about having an ice trap to dance around -- the ones smart enough to take advantage of it.
Fraeg
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Reply #6 on: November 27, 2007, 02:02:56 PM

hmm nice to see my druid and rogue got a dps boost.

so was this season 3 going live as well?

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Chimpy
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Reply #7 on: November 27, 2007, 02:03:43 PM

hmm nice to see my druid and rogue got a dps boost.

so was this season 3 going live as well?

Season 3 was not patch 2.3.2, if they put up a patch today it would have been 2.3.1.

2.3.2 just went up on the PTR like....saturday. And I am sure they want to throw a lot more fixes for the silly bugs they added in the semi-debacle that was 2.3 to this upcoming "fix" patch.


« Last Edit: November 27, 2007, 02:05:43 PM by Chimpy »

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Simond
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Reply #8 on: December 17, 2007, 07:59:26 AM

Minor update: Pre-gen characters were made available for 2.3.2 last week, and changes are still ongoing (earth shield got changed to dispellable then changed back, rogue talents - notably haemo - are getting mucked around with, and so on). IMO, the likelihood of this going live before mid-January is slim at best.

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Paelos
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Reply #9 on: December 17, 2007, 09:08:17 AM

Dammit, this is pissing me off. My ZA group is on Halazzi now and that bastard needs that frenzy nerf. It's ridiculous.

Also, I'd like to stab the guy who put in the Dragonhawk trash. That's not fun. That's never been fun. Fuck you.

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Chimpy
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Reply #10 on: December 17, 2007, 09:35:00 AM

Dammit, this is pissing me off. My ZA group is on Halazzi now and that bastard needs that frenzy nerf. It's ridiculous.


The frenzy is dispellable with Tranq Shot.

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Reply #11 on: December 17, 2007, 10:03:55 AM

Dammit, this is pissing me off. My ZA group is on Halazzi now and that bastard needs that frenzy nerf. It's ridiculous.


The frenzy is dispellable with Tranq Shot.


Yeah, but Tranq can't pick up them all unless you're carrying 2 Hunters. It's on a 20s cooldown or something and a resist sucks.

EDIT: It's just sort of funny. There's a lot of things going on in this fight and he doesn't need a big frenzy. I mean the dots, totems, big sweeping stikes, splits, and large damage are probably enough, lol.
« Last Edit: December 17, 2007, 10:12:15 AM by Paelos »

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Morat20
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Reply #12 on: December 17, 2007, 11:08:15 AM

I've read about this elsewhere. They're dropping the amount of xp your pet needs to level up. Any change is welcome; I've come close to lapping my pet a couple times since hitting Outland.
Not a big enough change, from reading that link. I'm two levels ahead of my main pet at this point, and I don't even want to think about grinding up my PvP pet (currently sitting at 61 to my 65) and god help me if I want a sub-68 third pet.

They need to just scrap pet levelling and have it auto-level to your level, and just use happiness. It'd be easier in all respects, and change absolutely nothing about the game. Pets are pretty much just skins at this point anyways.
Jayce
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Reply #13 on: December 17, 2007, 12:47:12 PM

Pets are pretty much just skins at this point anyways.

That makes me so sad, too.  It seems that in a game about collecting special shineys that make you capable of doing different things well, pet collecting would be a really cool minigame.  But instead, it's as if there were 3 different sorts of shoulder armor (PvP, raid, solo) with the same stats, just different antennae.

Pet normalization sucks.

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Morat20
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Reply #14 on: December 17, 2007, 12:49:34 PM

That makes me so sad, too.  It seems that in a game about collecting special shineys that make you capable of doing different things well, pet collecting would be a really cool minigame.  But instead, it's as if there were 3 different sorts of shoulder armor (PvP, raid, solo) with the same stats, just different antennae.

Pet normalization sucks.
It's not that bad, with the pet skills you can train -- there's some variety there, and it makes balancing them (and thus adding more variety) easier. I'm just still pissy that my pet's always several levels behind me (until I hit cap) and it's inferior to Warlock pets in pretty much every fucking way.
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Reply #15 on: December 17, 2007, 01:33:33 PM

That makes me so sad, too.  It seems that in a game about collecting special shineys that make you capable of doing different things well, pet collecting would be a really cool minigame.  But instead, it's as if there were 3 different sorts of shoulder armor (PvP, raid, solo) with the same stats, just different antennae.

Pet normalization sucks.
It's not that bad, with the pet skills you can train -- there's some variety there, and it makes balancing them (and thus adding more variety) easier. I'm just still pissy that my pet's always several levels behind me (until I hit cap) and it's inferior to Warlock pets in pretty much every fucking way.


When I was MM specced, I felt that way.  Since I changed to BM spec, my pet's awesome.  I also switched from a pig to a scorpid, who applies a dot that stacks up to (I think) 5 times.  Very handy in the battlegrounds.

I do wish that I could tame a low level pet so that there would be more variety in pets' appearances.  I see basically 2 types of scorpids with 70's, both of which are lvl 65 or higher.

I have noticed some people tame ravagers, but I'm not sure what their advantages are.
Morat20
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Reply #16 on: December 17, 2007, 01:52:02 PM

When I was MM specced, I felt that way.  Since I changed to BM spec, my pet's awesome.  I also switched from a pig to a scorpid, who applies a dot that stacks up to (I think) 5 times.  Very handy in the battlegrounds.
Go group with the a pet-specced Warlock. (My wife is one). My pet was holding it's own against her Felguard -- until she remembered she hadn't trained it. (Or whatever they call using those books -- she'd respecced after a long break and had forgotten).

It's not even close -- and she can summon whichever pet she wants whenever (yes, it costs a shard. Big fucking deal), she has more pets, she doesn't have to feed them, they're always her level, and they're all a lot better than any pet I could get.

They really need to change leveling, take a look at pet ability costs, and look into gear scaling (resiliance needs to scale too -- this is also true of Warlock pets) -- and add some more talents.
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Reply #17 on: December 17, 2007, 02:01:01 PM


I have noticed some people tame ravagers, but I'm not sure what their advantages are.

Gore is far and away the best focus dump for DPS (my lvl 64 ravager with gore on auto does as much DPS as my lvl 70 cat with claw on auto), and ravagers can learn dash. Scorpid poison is meh now that they fixed it and changed how poison cures work (they take off the last applied debuff first, so it doesn't mask viper anymore).


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Morat20
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Reply #18 on: December 17, 2007, 02:13:38 PM

Gore is far and away the best focus dump for DPS (my lvl 64 ravager with gore on auto does as much DPS as my lvl 70 cat with claw on auto), and ravagers can learn dash. Scorpid poison is meh now that they fixed it and changed how poison cures work (they take off the last applied debuff first, so it doesn't mask viper anymore).
I have a Ravager in the stables -- I'm considering dumping my LBRS warg (dammit, I even have the matching mini-pet!) for it, because my warg can't dump focus fast enough. My cat can, but Bite's cooldown is too long.

I'd like a warp stalker, but I'm still iffy on that.
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Reply #19 on: December 19, 2007, 01:08:59 AM

Warp Stalkers are pretty much cack - mediocre melee tanking pets basically. If you don't want a ravager, consider a wind serpent. Like gore, lightning breath has no cool down, so it makes for some serious DPS with GFFT 2/2. Unlike gore, its not a physical attack, so it isn't mitigated by armor. And unless they put in a fix recently, it is linked to your AP, so it scales up.

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Threash
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Reply #20 on: December 19, 2007, 07:59:07 AM

The only difference between cats and ravagers is claw (54 to 76 damage) vs gore ( 37 to 61 damage. This attack has a 50% chance to inflict double damage. ), which is a small part of your pets dps, which is a small part of your dps.

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Morat20
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Reply #21 on: December 19, 2007, 09:22:42 AM

The only difference between cats and ravagers is claw (54 to 76 damage) vs gore ( 37 to 61 damage. This attack has a 50% chance to inflict double damage. ), which is a small part of your pets dps, which is a small part of your dps.
There's some slight differences in the cat and Ravager family as well -- cats have slightly higher base DPS, but Ravagers have more armor. I don't remember how they fall in health.

I'll probably toss my poor Ghost and go with my Ravager.
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Reply #22 on: December 19, 2007, 02:57:56 PM

What I like about my scorpid is the poison application.  Handy in pvp.

My boar - charge is nice.

I didn't think there was much difference in the dps that the pets do.

And yeah, warlock pets are far easier to take care of than hunter pets.   The whole levelling up thing combined with the happiness thing is a pain in the ass.  One or the other, but both?
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Reply #23 on: December 20, 2007, 05:41:06 AM

Warlock pets are more expensive however.

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Xanthippe
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Reply #24 on: December 20, 2007, 08:38:44 AM



Really, you don't have to give your succubus gifts.  She'll slap her ass and moan even if you don't.

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Morat20
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Reply #25 on: December 20, 2007, 09:24:17 AM

What I like about my scorpid is the poison application.  Handy in pvp.
That bugs me. It's a required Arena pet because it's the only way to reliably keep Viper Sting up. It's about the only way a pet can be effective.

Quote
My boar - charge is nice.
Yeah, it is. :)

Quote
I didn't think there was much difference in the dps that the pets do.

And yeah, warlock pets are far easier to take care of than hunter pets.   The whole levelling up thing combined with the happiness thing is a pain in the ass.  One or the other, but both?
I don't know about DPS, but my BM-specced pet requires every trick I can pull to keep aggro off my wife's Felguard, whom she just tells to attack. I really don't have any raw numbers on DPS, armor, or whatnot -- but her Felguard seems to take a hell of a lot less concentration from her, live a lot longer, and generally outperform my pet.

I'd expect a pure-pet specced 'lock (like herself) pets to be close to a BM-specced Hunters, but she's easily outdoing me. Kill command will probably make a difference, but really pets need another pass.

The whole loyalty and leveling thing was designed back when pets were all radically different, to keep Hunters from rapidly switching to whatever pet was the FoTM. Since all pets are normalized, and any member of a family is the same as every other one, it's just about skins now.
Threash
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Reply #26 on: December 20, 2007, 09:46:35 AM

What I like about my scorpid is the poison application.  Handy in pvp.
That bugs me. It's a required Arena pet because it's the only way to reliably keep Viper Sting up. It's about the only way a pet can be effective.


I've tested this extensively since i play a hunter and its actually not true at all.  Poison dispels hit the last applied poison atm so unless you time the viper stings perfectly the scorpid doesnt actually help at all.  The thing is most players dont know that so they dont bother trying to dispel it when they see a 5 stack of scorpid poison going, but against good teams the best pet to have is a boar.  Charge/dash are incredible to have, and the boar has extra hps and armor.

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Morat20
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Reply #27 on: December 20, 2007, 10:23:51 AM

I've tested this extensively since i play a hunter and its actually not true at all.  Poison dispels hit the last applied poison atm so unless you time the viper stings perfectly the scorpid doesnt actually help at all.  The thing is most players dont know that so they dont bother trying to dispel it when they see a 5 stack of scorpid poison going, but against good teams the best pet to have is a boar.  Charge/dash are incredible to have, and the boar has extra hps and armor.
Um, yeah -- that's why the scorpid is so good. He keeps refreshing his poison stack. To cleanse the viper, you have to dispel poison AFTER the Viper lands, but before the Scorpid refreshes his stack. Hard to time in Arena.

I'm almost certain that even with a 5-stack of poison, each time the scorpid's poison is up it counts as a reapplication.

Boar's are nice. I think I'm going to dump my wolf and start levelling my kitty again. I'm just hamstringing myself with the wolf. I got him for Furious Howl and specced him for MC raids, and respecced my cat for PvP (this was pre-TBC). Not quite the same game anymore, and it's time for Ghost to go.
Threash
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Reply #28 on: December 20, 2007, 02:14:15 PM

I've tested this extensively since i play a hunter and its actually not true at all.  Poison dispels hit the last applied poison atm so unless you time the viper stings perfectly the scorpid doesnt actually help at all.  The thing is most players dont know that so they dont bother trying to dispel it when they see a 5 stack of scorpid poison going, but against good teams the best pet to have is a boar.  Charge/dash are incredible to have, and the boar has extra hps and armor.
Um, yeah -- that's why the scorpid is so good. He keeps refreshing his poison stack. To cleanse the viper, you have to dispel poison AFTER the Viper lands, but before the Scorpid refreshes his stack. Hard to time in Arena.


Not really, most healers instantly cast it the second it viper goes on and the scorpid poison has like a 4 second recycle time and requires focus. 

I am the .00000001428%
Morat20
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Reply #29 on: December 20, 2007, 02:59:03 PM

Not really, most healers instantly cast it the second it viper goes on and the scorpid poison has like a 4 second recycle time and requires focus. 
I'm used to having infinite focus (GFTT and the regen talent), and it might just be the low-rated teams I'm fighting, but their healers aren't that fast on the stick. Especially when they've got a pet on them, are getting hammered by me, and trying to heal through it AND heal their teammates. THis is 2v2 though.

Viper Sting is bad news (although my unimproved one isn't all that great), but since I don't lodge a viper the instant a Scorpid poison lands, there's about a two second window -- not four. Most healers are in the middle of something else at that point.
Ironwood
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Reply #30 on: December 20, 2007, 03:49:20 PM



Really, you don't have to give your succubus gifts.  She'll slap her ass and moan even if you don't.

(Why are you not joining us for giggles on VC?)


What ?

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Merusk
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Reply #31 on: December 21, 2007, 09:41:43 AM



Really, you don't have to give your succubus gifts.  She'll slap her ass and moan even if you don't.

(Why are you not joining us for giggles on VC?)


What ?

1) She was having a joke at your comment about warlock pets being expensive.  Succubus is a whore, ha ha.

2) She's also asking why you didn't come over and say "HI" to the sad group of us who rerolled as horde on Venture Co.  (Given that you can't see American servers, let's go with that.)

The past cannot be changed. The future is yet within your power.
Ironwood
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Reply #32 on: December 21, 2007, 02:17:24 PM

Alas, I can't see the American Servers.


Sorry.


If you want, I can come on the TS/Vent server and scream that you're all NOOBS for wiping, but I won't actually be able to see if you wiped.

:(

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Phred
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Reply #33 on: December 21, 2007, 04:27:47 PM

Warlock pets are more expensive however.



I thought the comment was in regards to this post.
I thought it was pretty funny
 
Xanthippe
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Reply #34 on: December 22, 2007, 01:52:43 PM

Alas, I can't see the American Servers.


Sorry.


If you want, I can come on the TS/Vent server and scream that you're all NOOBS for wiping, but I won't actually be able to see if you wiped.

:(


There's a vent server?

That would suffice, even if you can't watch us wipe.  I'm sure we will eventually.
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