Nocturn
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Everything posted by Nocturn
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Im hyped, should have a nice stable pop on both servers.
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Well. New server is up tomorrow
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Yeah cause i guess more new players won't come. wait... is this a new server?? oh no its a 4th in less than 2 years.......
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Aww shit son
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No. they wont quit, that mentality has been around since Nost gained poplarity 2 years ago. People always think a server will die down. It's been 2 plus years and we now have 3 servers on one project with the possibility of a 4th. If anything it will become more popular. IF for whatever reason they didn't put up the 4th server. People will just do what they do now, afk and wait or learn the Queue times and just logg on hours before.
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You're right about the overlapping and people logging in before work etc, but the server does have a cap at around 10.5-11k . with the amount of people online and the amount in Queues you can do server restarts or brainstorm other ways to deal with afkers and ways to shorten queues but the fact of the matter is, still there are way to many people who play and want to play for one single server and you will never get Queue times down to a reasonable time. There are simply too many people with more coming because of the hype and popularity. Even if Queues were down to a consistent 2k, that's still an hour or 2 which can greatly affect raid loggers and farming later on, and still doesn't deal with the fact it's an over populated server regardless. There's only one solution really....
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Will the Que situation improve over time?
Nocturn replied to DirtyD's topic in General Discussion & Suggestions
This project has gained way to much attention, the fact there are 10k Queues will not go down within a few weeks, it has become the norm, people follow the crowd. If everyone is doing it and suffering then everyone else will go along because this is the popular project/server and everyone is going at the same pace because of it. There really isn't any other server with this kind of hype/popularity and population. People will just learnt to log in hours before they want to play or sit afk in their screens which is why the only way to improve Queue times is to release a 2nd fresh server. -
Instance scripting is hilarious
Nocturn replied to Holkan's topic in General Discussion & Suggestions
#CFhype -
Ping and spell delay do not coincide. I suppose the fact people play in different parts of the world and latency is different everywhere has no bearing either? No it's all on our end.... The server needs a cap. Nost suffers with draw distances and over farming of every spot/node and the same will happen with Elysium. Without even talking about Queue or latency issues here, having over 8k pop puts a strain on server, farming, economy and even that "blizzlike" experience among a variety of bugs and other issues. Of course i want a large vibrant community, but these Vanilla worlds were not meant to ever carry this amount of people, raising it slightly is fine but once you go over 8 or 9k this is just overkill. So yeah, 2nd fresh server would be nice, at least some info, weather or not it would happen and how long.
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My personal opinion is that having a Global/World chat can actually be a negative for the community as a whole. I understand that we want to be able to communicate/trade with everyone but i think disabling this feature would actually be much more beneficial to the community. Why? Not having a global/world encourages people who are in a particular zone to communicate and help one another out and allows for players to interact and build relationships along the way with those that are are the same level or maybe farming the same things. It'l in fact strengthen the community. General chat is usually lost in the vast flood of global chats, yes you can turn it off, but because there is usually a global chat, general is ignored and global becomes a spam fest of everyone from everywhere diluting and making general pretty obsolete. You can still have Cities chat linked together such as trade/or general where all the different cities would be linked. This encourages trade,recruitment,banter etc just as usual but doesn't run into other players chats while they are experiencing other aspects/zones of the game. Limits gold Sellers and easier to monitor them and chat in general Like i said, im all for a chat where everyone can come together and talk/trade or what not, but i think it needs to be limited so it doesn't ruin and confuse the experience of other players and levelers who don't want to be flooded with WTB/WTS or LFM but instead focused on that particular zone and level. Eventually we spend most of our time in cities anyways and i see no reason why we can't have a "global" chat in that scenario.
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lol the differences of discussion between this forums and others good for you fellas.
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I don't get the argument "Nost has the pop". 12k+ people all running around in a world that was built for half that size where resources become scarce, every 3rd person a rank 14, gold sellers everywhere etc, there's just no feeling of awe or wow (no pun intended) when seeing accomplished players/guilds because the server is overflowing with every single character and player type, i get that it may be easier to meet new people and make friends on a large populated server, actually it's just as easy, probably easier on a smaller server where there's a lot less toxicity and more of a community feel. I love an active community and a good population, but it's overkill with Nost, the world can feel alive and bristling with life and have a great community that benefits everyone if the servers were capped too. Just my opinion which is why im not the biggest fan of current Nost/Elysium. But if you disagree with me that's fine lol i don't care, im sure i'll get called a fag or told to leave in 3....2....1...
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What spec are you lelving/tanking with? Should be arms with imp charge and points in TM. Either charge, or pull then bloodrage>BS (its minimal but along with bloodrage, enough to pull initial aggro to get all the mobs to hit you) then taunt the first mob then switch to your second/third applying sunder, dont waste any sunders on that first mob, just taunt and switch targets then apply a sunder to first target after if you have the rage and wait for the cd and taunt again or let the dps handle it. Dont use Demo unless you have excess rage, its not worth it for holding aggro in rage starved situations.
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You got it, rend is quite a useless skill. Use it after that initial charge but don't re apply it. Or just save rage for HS. I would take those points out of imp rend and get 2/2 imp charge and more points in TM and of course 5/5 deflection. Impale spec is a very gear and play style dependent spec for the MT of a raid.The damage that deep wounds ticks for is nothing.
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With proper rage gen, hit is the most important stat, the slower the weapon the better. The info on ppm has been given. Also go research parry haste which is a huge factor. Fast weapons are a Nost/Fenix broken server mechanic.
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Tanks should prioritize getting to 8% hit above all else. Like Undertanker said, you don't need any 440 def for any encounter in mc, and only 1 maybe 2 encounters in BWL and by that time, you would have acquired more def gear to use when appropriate. After that you want Agility and Crit gear and also focus on getting any extra AP because these will all help hold threat even more. You want to end fights quicker, having your abilities not miss and having the dps able to engage the targets immediately while going all out is the best may to mitigate damage, fights last shorter, healers heal less and you get a faster better run for everyone. Most of the BiS lists that are posted on every warrior forum i highly disagree with, they prioritize getting 440 defense above everything, for example Gyth's skull is pre-raid BiS when i would say Lionheart is not just pre raid BiS but BiS till AQ (unless you're swapping out for 440 on say Chromag, but you'd have t2 helm by this point) Stat prioritization should be Hit>Stam>Agil>Crit>Strength>AP>Def while keeping around 375ish Defense.
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Good find @Killerduki, and nice work. And yeah that MS spec ive noticed in a lot of old WoW tank vids
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Seems like rage will be the same as it was on Nost. In which case holding threat will be pretty easy. Rage for days... If it were corrected to proper blizz like values then here's a couple basic tips for holding threat on multiple mobs: The spec: http://db.vanillagaming.org/?talent#LVzLZVZEizoeMzVo This can be used to dungeon and raid tank, even MT but you may want to put a point or 2 into improved shield wall if you were MT. But only the MT needs to change and think about this. It is the best overall rounded spec (in my opinion, its fine if you disagree). I don't put any points into imp revenge and i'll go on to explain why. Impale spec is very different and gear dependent; wont get into that. Also a MT spec 1. Charge Pull Use a 2H weapon (Yes a 2 hander) pop Berserker Rage-->Battle Stance->Charge-->Berserker Stance (switch to this immediately right after you hit charge, [this will generate roughly 23 rage when your first attack hits] all the mobs, most likely 3 or more will hit you and you'l now have more than the 25 rage needed for)->WW-->Defensive Stance (here you want a macro to quickly equip your 1h+shield)->Taunt initial kill target (skull)->tab and revenge/sunder->come around to skull (who should still be on you) Taunt again or Mocking blow. Using a 2hander with WW will cause more damage and thus generate more threat (the more hit and crit you have and the better the 2h the better this works) I don't put points into imp revenge because i think all the points put into TM and improved charge are critical and more important to get that burst damage and initial threat at the very start of a pull Using the WW method you will have enough initial aggro dps can go all out and for those few seconds you wont loose aggro. By popping taunt on the first target instead of using revenge or sunder, you guarantee that target is on you for at least 3 seconds and can use your rage and abilities to hold aggro on the other mobs. By the time you come around to the first target it should be close to dead anyways and you can either taunt it again or throw a shield slam/ revenge/mocking (by this point with all those mobs hitting you you'll have a lot of rage) or just ignore it, dps can finish it off. Yes imp revenge gives a little more threat but if you stun the mob on your first hit you're also loosing out on inc damage/rage to hold more threat on other mobs and again with the WW method, you'll gain more threat anyways. You'll take some extra damage but not so much that your healer can't cope and not so much that he'll have to stop and mana up after every other pull. Easier for the dps to AOE as well and go all out, killing things faster and shortening the run. 2. Ranged Pull Berserker Rage-->Defensive Stance->Shoot->Bloodrage->Battle Shout (be near your group)->Demo Shout right when mobs hit you->Taunt first target->tab and Revenge/sunder->Come back to first target and Revenge/Shield Slam/Taunt or leave for dps->Continue rotation on the other mobs. There may be more difficult mob encounters, for example, the mobs in the Emperor Room in BRD where the mobs hit hard and are quick to loose aggro while trapping you in place. It'l just take practice, make use of mocking blow as often as you can too (it only costs 10 rage and with the spec provided you'll keep 20 and can swap right back and have rage to hit the next mob) Also intercept for the ranged mobs hitting you or the group or running away. Taunt as often as you can and switch targets. This really helps and is underutilized by a lot of tanks who only use it when they LOOSE aggro. Lastly be vocal and tell your group to use appropriate CC if and when needed and pull your targets away from the CC'd targets and away from you casters.
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Well, there are other issues i will need to see if this server can handle, but properly scripted or near properly scripted rage is a big deal for me so id hope they'd address it.
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All true. I always advocate focusing on only one mob at a time since it's faster than the downtime of having to eat/drink fighting 2 or more mobs. Yeah slam can be frustrating and is tough to learn, but once you get the hang of it it's not so bad and you get used to it. Not quite. When auto attacking, the mobs HP drops before the white damage displays on your screen due to server lag. Don't look at your animation, its delayed, don't look for white numbers they are also delayed. The second you see the mobs HP drop is when you cast slam. Helps if you get a Nameplate addon.
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From a tanking perspective, having to deal with threat without Salvation and having to stance dance since no fear ward as well as itemizing differently, this greatly increased my tanking skill and approach to raiding and tanking in general vs when i tanked on alliance. Not saying alliance players aren't just as or more skilled than horde players, both have their skilled players. But there is a slight learning curve when raiding horde that changes your perspective and "can" enhance your skills. But that is only one aspect of the game.
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I feel ya, especially with that TF, but NE looks better
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Threat wont be a huge problem. Tanks will have to just readjust and itemize differently. It actually makes the game better and more fun. Plus its the way it was originally intended. Nost was a great and fun server, but it was quite broken.
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If you're curious on aoe tanking or full rotations to hold threat on multiple mobs let me know
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It makes for a better game as well. Axes/swords/maces all have a relevance depending on specialization and itemization vs everyone running around with Finkles/Alcors.
