If you don't die in the first surge of green shit, you can very clearly see which cracks it was shooting from, and move just past those each time.
I've never died to it, and I don't have it memorized. See green stuff, pick a spot where you see it shooting out in the next zone, and run to that spot. Repeat and loot epics.
Iroh on
[SIGPIC][/SIGPIC]
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HalfmexI mock your value systemYou also appear foolish in the eyes of othersRegistered Userregular
If you don't die in the first surge of green shit, you can very clearly see which cracks it was shooting from, and move just past those each time.
I've never died to it, and I don't have it memorized. See green stuff, pick a spot where you see it shooting out in the next zone, and run to that spot. Repeat and loot epics.
This.
Once someone told me "run to where the lava just came out", I have never died since. It is so easy. It's still a dumb mechanic for a fight, but it's easy nonetheless.
I only died the first time doing that fight because I made the mistake of following the tank. After that I read here that it was a bad idea. Voila, no more death for me. Can't say the same for my raid.
Not uncommon for the first 3-4 times through naxx until everyone learns the safety dance. I think we 3 manned it for the better part of 3 resets.
Do you still experience it?
Hell no, I was frowning at the idea of people struggling with him that much. We usually lose 1 retard per Heigan run, but given that several of us wager HEAVILY on who will die, it's not much of an issue
Yeah we have a pretty decent pot on how many will die in 25 mans. Usually someone walks away with an extra 500 gold. And no, healers are not winning a disproportionately high amount of the bets.
bowen on
not a doctor, not a lawyer, examples I use may not be fully researched so don't take out of context plz, don't @ me
Yeah we have a pretty decent pot on how many will die in 25 mans. Usually someone walks away with an extra 500 gold. And no, healers are not winning a disproportionately high amount of the bets.
I made most of my raid so damn much money back in MC All I did was die, I managed to die 4 times in a single Baron fight. (Bombed twice and had two bombs run right at me as I was healing up after being BR'd)
Yeah we have a pretty decent pot on how many will die in 25 mans. Usually someone walks away with an extra 500 gold. And no, healers are not winning a disproportionately high amount of the bets.
I made most of my raid so damn much money back in MC All I did was die, I managed to die 4 times in a single Baron fight. (Bombed twice and had two bombs run right at me as I was healing up after being BR'd)
Man, pity on the guild for rezzing you that much. I understand that half the deaths weren't your fault, but after a point you got to realize that a person is cursed and save the cooldowns for someone else.
xzzy on
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited March 2009
So Blizzard is going to implement diminishing returns on taunt abilities from players and player pets.
Also Blizzard says a lot of DK's need to lrn2tank.
So Blizzard is going to implement diminishing returns on taunt abilities from players and player pets.
Also Blizzard says a lot of DK's need to lrn2tank.
Learn to tank after we change a lot of your skills and cooldowns around. I mean honestly what are they trying to say "Uhh you should deal with our idea of 'balance' because its a skill issue and not the fact we are altering a lot of the abilities you have come to use?"
Preacher on
I would like some money because these are artisanal nuggets of wisdom philistine.
What I got from the blue post is, "You guys depend on Rune Strike way too damn much." I'll post it up in the DK thread.
Are they even changing rune strike? Honestly I'm probably a bad dk I use frost strike more often.
Not that I know of. Last patch (3.0.9) or the one before they dropped the % weapon damage but upped the threat gen.
Henroid on
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HalfmexI mock your value systemYou also appear foolish in the eyes of othersRegistered Userregular
edited March 2009
So they tuned up the threat generation for tanking pets/classes because they didn't want aggro management to be such a hassle and make tanking more accessible, and now they're basically reverting that change by giving aggro generating abilities diminishing returns?
What the fuck is wrong with these people?
Halfmex on
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited March 2009
Taunts aren't threat /aggro generating. They're just straight up taunts. Isn't the mechanic that a taunt ability brings you up to the highest level threat present?
Threat gen goes up, emegency taunt gets nerfed so that you can't rapidly change tanks.
So they tuned up the threat generation for tanking pets/classes because they didn't want aggro management to be such a hassle and make tanking more accessible, and now they're basically reverting that change by giving aggro generating abilities diminishing returns?
What the fuck is wrong with these people?
Honestly I don't understand it, they are also seriously dicking around with mana regen in this patch and the healers still don't know what they should gear up for. So in blizz's eyes tanking and healing was too easy and they are going to punish you for that.
Preacher on
I would like some money because these are artisanal nuggets of wisdom philistine.
So they tuned up the threat generation for tanking pets/classes because they didn't want aggro management to be such a hassle and make tanking more accessible, and now they're basically reverting that change by giving aggro generating abilities diminishing returns?
What the fuck is wrong with these people?
They are giving taunt diminishing returns. They aren't changing any other threat abilities. And the diminishing returns resets after 15 seconds.
The less we depend on Rune Strike, the better. Fuck that ability to hell.
Again I use it when its up, or try to, but I hit frost strike more often because its an instant attack, and hits harder for me, I don't have aggro issues, but maybe I'm not doing it right.
Preacher on
I would like some money because these are artisanal nuggets of wisdom philistine.
So they tuned up the threat generation for tanking pets/classes because they didn't want aggro management to be such a hassle and make tanking more accessible, and now they're basically reverting that change by giving aggro generating abilities diminishing returns?
What the fuck is wrong with these people?
I thought it was just taunts that were going to be on diminishing returns, not all threat generation. And the diminishing returns wouldn't affect normal uses of taunt, but would stop the practice of ping-ponging a boss between multiple tanks often enough to avoid any tanks actually tanking.
TheTish on
-- Gnome mage enchantress and inscriptionologist... er scribbler --
The less we depend on Rune Strike, the better. Fuck that ability to hell.
Yeah, I don't like it much because it doesn't seem to integrate into the DK style very well. It just feels like a tacked on ability to solve a problem quickly (which I think Blizzard as much admitted a couple months ago).
I would have done something where we get another disease-applying attack, and this disease causes extra threat. Or if you obliterate when this disease is active, you get double threat generation. Anything that fits in with the "apply diseases, then do stuff" system seems like a better idea to me.
So they tuned up the threat generation for tanking pets/classes because they didn't want aggro management to be such a hassle and make tanking more accessible, and now they're basically reverting that change by giving aggro generating abilities diminishing returns?
What the fuck is wrong with these people?
I thought it was just taunts that were going to be on diminishing returns, not all threat generation. And the diminishing returns wouldn't affect normal uses of taunt, but would stop the practice of ping-ponging a boss between multiple tanks often enough to avoid any tanks actually tanking.
What fight do people do that on? Other than widow when they are going for the achievement/don't have a priest?
Preacher on
I would like some money because these are artisanal nuggets of wisdom philistine.
So they tuned up the threat generation for tanking pets/classes because they didn't want aggro management to be such a hassle and make tanking more accessible, and now they're basically reverting that change by giving aggro generating abilities diminishing returns?
What the fuck is wrong with these people?
I thought it was just taunts that were going to be on diminishing returns, not all threat generation. And the diminishing returns wouldn't affect normal uses of taunt, but would stop the practice of ping-ponging a boss between multiple tanks often enough to avoid any tanks actually tanking.
What fight do people do that on? Other than widow when they are going for the achievement/don't have a priest?
I think they were seeing someone use the tactic on a fight in Ulduar.
TheTish on
-- Gnome mage enchantress and inscriptionologist... er scribbler --
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
The less we depend on Rune Strike, the better. Fuck that ability to hell.
Yeah, I don't like it much because it doesn't seem to integrate into the DK style very well. It just feels like a tacked on ability to solve a problem quickly (which I think Blizzard as much admitted a couple months ago).
I would have done something where we get another disease-applying attack, and this disease causes extra threat. Or if you obliterate when this disease is active, you get double threat generation. Anything that fits in with the "apply diseases, then do stuff" system seems like a better idea to me.
So they tuned up the threat generation for tanking pets/classes because they didn't want aggro management to be such a hassle and make tanking more accessible, and now they're basically reverting that change by giving aggro generating abilities diminishing returns?
What the fuck is wrong with these people?
I thought it was just taunts that were going to be on diminishing returns, not all threat generation. And the diminishing returns wouldn't affect normal uses of taunt, but would stop the practice of ping-ponging a boss between multiple tanks often enough to avoid any tanks actually tanking.
What fight do people do that on? Other than widow when they are going for the achievement/don't have a priest?
I think they were seeing someone use the tactic on a fight in Ulduar.
With 3, say, DK tanks, you could conceivably just taunt the boss in a circle over and over again.
shryke on
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HalfmexI mock your value systemYou also appear foolish in the eyes of othersRegistered Userregular
So they tuned up the threat generation for tanking pets/classes because they didn't want aggro management to be such a hassle and make tanking more accessible, and now they're basically reverting that change by giving aggro generating abilities diminishing returns?
What the fuck is wrong with these people?
They are giving taunt diminishing returns. They aren't changing any other threat abilities. And the diminishing returns resets after 15 seconds.
Well Rune Strike was an ability whose, in their words, primary function was threat generation (hence their initial nerf of the damage for that ability), so that's an issue there. I guess I just don't see the point of it.
I thought it was just taunts that were going to be on diminishing returns, not all threat generation. And the diminishing returns wouldn't affect normal uses of taunt, but would stop the practice of ping-ponging a boss between multiple tanks often enough to avoid any tanks actually tanking.
What fight do people do that on? Other than widow when they are going for the achievement/don't have a priest?
I think they were seeing someone use the tactic on a fight in Ulduar.
Four Horsemen pretty much require ping-ponging, unless my guild's been doing it wrong.
So they tuned up the threat generation for tanking pets/classes because they didn't want aggro management to be such a hassle and make tanking more accessible, and now they're basically reverting that change by giving aggro generating abilities diminishing returns?
What the fuck is wrong with these people?
I thought it was just taunts that were going to be on diminishing returns, not all threat generation. And the diminishing returns wouldn't affect normal uses of taunt, but would stop the practice of ping-ponging a boss between multiple tanks often enough to avoid any tanks actually tanking.
What fight do people do that on? Other than widow when they are going for the achievement/don't have a priest?
I think they were seeing someone use the tactic on a fight in Ulduar.
With 3, say, DK tanks, you could conceivably just taunt the boss in a circle over and over again.
Two of my friends, a DK and a Warrior, do this to me while I'm trying to tank and it is really fucking irritating
The less we depend on Rune Strike, the better. Fuck that ability to hell.
Yeah, I don't like it much because it doesn't seem to integrate into the DK style very well. It just feels like a tacked on ability to solve a problem quickly (which I think Blizzard as much admitted a couple months ago).
I would have done something where we get another disease-applying attack, and this disease causes extra threat. Or if you obliterate when this disease is active, you get double threat generation. Anything that fits in with the "apply diseases, then do stuff" system seems like a better idea to me.
Congratulations, you're hired!
Sweet, what position do you hold at Blizzard? I didn't know Blizzard posted here!
I thought it was just taunts that were going to be on diminishing returns, not all threat generation. And the diminishing returns wouldn't affect normal uses of taunt, but would stop the practice of ping-ponging a boss between multiple tanks often enough to avoid any tanks actually tanking.
What fight do people do that on? Other than widow when they are going for the achievement/don't have a priest?
I think they were seeing someone use the tactic on a fight in Ulduar.
Four Horsemen pretty much require ping-ponging, unless my guild's been doing it wrong.
If you switch tanks at only 3 marks, you wouldn't be affected by the diminishing returns. And the 'ping-ponging' they are trying to avoid is having tanks spread around a room so that the boss just gets chain taunted, and proceeds to run around and taunted by a different tank before it ever reaches the tank which taunted it previously.
I havent ever been in a raid that did anything like that, but I cant help but hear benny hill music just trying to visualize it happening.
TheTish on
-- Gnome mage enchantress and inscriptionologist... er scribbler --
So basically fixing a strat no one really uses but in theory could use?
The problem is that it goes from "Could use in theory" to "The hardcore guilds do it" to "Everyone and their dog does it because OMG the hardcore guilds do it and we wanna be like them too!".
So basically fixing a strat no one really uses but in theory could use?
The problem is that it goes from "Could use in theory" to "The hardcore guilds do it" to "Everyone and their dog does it because OMG the hardcore guilds do it and we wanna be like them too!".
I dunno I'm not bothered by the change too much I guess, though I'm sure this was also to prevent voidys from tanking sarth 3 man.
Preacher on
I would like some money because these are artisanal nuggets of wisdom philistine.
If you switch tanks at only 3 marks, you wouldn't be affected by the diminishing returns. And the 'ping-ponging' they are trying to avoid is having tanks spread around a room so that the boss just gets chain taunted, and proceeds to run around and taunted by a different tank before it ever reaches the tank which taunted it previously.
I havent ever been in a raid that did anything like that, but I cant help but hear benny hill music just trying to visualize it happening.
Yeah, that's...I mean, I guess I don't see how that would even be practical (unless maybe you were strictly using ranged DPS, and even then they'd have to hold way the hell back on what they were doing). Fighting a boss using that strategy would, at least in theory, take forever to kill and would be far more trouble than it would be worth, especially if one of the taunts got resisted. To make a change like this for such a specific situation seems like bad form.
But whatever, maybe there is a deeper reasoning to it that I haven't read yet. It's mostly just irritating that they keep dicking with Rune Strike. If you don't like it, fine, remove it, but stop messing with it because people are using it. "Hey, here's Rune Strike. Wait! We don't want it to be too powerful in PvP, it's primary purpose is threat generation, here's a damage nerf. Wait! We don't want people relying on it too much for threat generation, here's another nerf".
What do they mean by "diminishing returns" on taunt? It either works or it doesn't, right? Are they saying that once something is taunted, you can't taunt it again for 15 seconds?
Posts
I've never died to it, and I don't have it memorized. See green stuff, pick a spot where you see it shooting out in the next zone, and run to that spot. Repeat and loot epics.
Once someone told me "run to where the lava just came out", I have never died since. It is so easy. It's still a dumb mechanic for a fight, but it's easy nonetheless.
Hell no, I was frowning at the idea of people struggling with him that much. We usually lose 1 retard per Heigan run, but given that several of us wager HEAVILY on who will die, it's not much of an issue
I made most of my raid so damn much money back in MC
Man, pity on the guild for rezzing you that much. I understand that half the deaths weren't your fault, but after a point you got to realize that a person is cursed and save the cooldowns for someone else.
Also Blizzard says a lot of DK's need to lrn2tank.
Learn to tank after we change a lot of your skills and cooldowns around. I mean honestly what are they trying to say "Uhh you should deal with our idea of 'balance' because its a skill issue and not the fact we are altering a lot of the abilities you have come to use?"
pleasepaypreacher.net
Are they even changing rune strike? Honestly I'm probably a bad dk I use frost strike more often.
pleasepaypreacher.net
Not that I know of. Last patch (3.0.9) or the one before they dropped the % weapon damage but upped the threat gen.
What the fuck is wrong with these people?
Threat gen goes up, emegency taunt gets nerfed so that you can't rapidly change tanks.
Honestly I don't understand it, they are also seriously dicking around with mana regen in this patch and the healers still don't know what they should gear up for. So in blizz's eyes tanking and healing was too easy and they are going to punish you for that.
pleasepaypreacher.net
They are giving taunt diminishing returns. They aren't changing any other threat abilities. And the diminishing returns resets after 15 seconds.
Again I use it when its up, or try to, but I hit frost strike more often because its an instant attack, and hits harder for me, I don't have aggro issues, but maybe I'm not doing it right.
pleasepaypreacher.net
I thought it was just taunts that were going to be on diminishing returns, not all threat generation. And the diminishing returns wouldn't affect normal uses of taunt, but would stop the practice of ping-ponging a boss between multiple tanks often enough to avoid any tanks actually tanking.
-- Gnome mage enchantress and inscriptionologist... er scribbler --
Yeah, I don't like it much because it doesn't seem to integrate into the DK style very well. It just feels like a tacked on ability to solve a problem quickly (which I think Blizzard as much admitted a couple months ago).
I would have done something where we get another disease-applying attack, and this disease causes extra threat. Or if you obliterate when this disease is active, you get double threat generation. Anything that fits in with the "apply diseases, then do stuff" system seems like a better idea to me.
What fight do people do that on? Other than widow when they are going for the achievement/don't have a priest?
pleasepaypreacher.net
I think they were seeing someone use the tactic on a fight in Ulduar.
-- Gnome mage enchantress and inscriptionologist... er scribbler --
Congratulations, you're hired!
With 3, say, DK tanks, you could conceivably just taunt the boss in a circle over and over again.
Four Horsemen pretty much require ping-ponging, unless my guild's been doing it wrong.
pleasepaypreacher.net
Sweet, what position do you hold at Blizzard? I didn't know Blizzard posted here!
I require a six figure salary, btw.
nonnononononnonono ngodnopleaseno
Or how about mobs that punch you into the air and reduce your threat? Good times!
It's just ment to prevent ping-ponging. The DR is only for 15 seconds and it clears.
Yeah I love those, malygos was super fun to tank because hunters can still instant shot and build threat while spinning around and frequently do.
pleasepaypreacher.net
If you switch tanks at only 3 marks, you wouldn't be affected by the diminishing returns. And the 'ping-ponging' they are trying to avoid is having tanks spread around a room so that the boss just gets chain taunted, and proceeds to run around and taunted by a different tank before it ever reaches the tank which taunted it previously.
I havent ever been in a raid that did anything like that, but I cant help but hear benny hill music just trying to visualize it happening.
-- Gnome mage enchantress and inscriptionologist... er scribbler --
pleasepaypreacher.net
The problem is that it goes from "Could use in theory" to "The hardcore guilds do it" to "Everyone and their dog does it because OMG the hardcore guilds do it and we wanna be like them too!".
I dunno I'm not bothered by the change too much I guess, though I'm sure this was also to prevent voidys from tanking sarth 3 man.
pleasepaypreacher.net
But whatever, maybe there is a deeper reasoning to it that I haven't read yet. It's mostly just irritating that they keep dicking with Rune Strike. If you don't like it, fine, remove it, but stop messing with it because people are using it. "Hey, here's Rune Strike. Wait! We don't want it to be too powerful in PvP, it's primary purpose is threat generation, here's a damage nerf. Wait! We don't want people relying on it too much for threat generation, here's another nerf".
hahaha remember letting a tank dps ony down to 98% until you could dps
it was an eternity
First phase with us was white damage/wands. You used an ability and the raid leader climbed up your ass.
pleasepaypreacher.net