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taladril

Patch notes = amazing

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With setting up the server I can't believe all the stuff that you guys have fixed in preparation for the release. Amazing job dev team!

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i was almost sure that mechanical mobs were immune to rend on nostalrius. can a gm confirm that those are fixes to the nostalrius core and that we we will only be using nostalrius old core and not old elysium core? also are the nost devs still helping? or has this work been done exclusively by the old elysium devs?

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"Ground targeted spells like Blizzard and Flamestrike now require line of sight to cast."

 

Finally the end of cheesing mages.

 

Blade Flurry now does the correct amount of damage when striking additional targets. (Finally :D)

 

Also the rage fixed.

Edited by Shayss

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The rage fix will change 40man raiding big time. Over 50% less rage generated for tanks means so much less threat. Now the tanks will be wearing more threat gear, taking more damage, and still generating less threat than before.

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The rage fix will change 40man raiding big time. Over 50% less rage generated for tanks means so much less threat. Now the tanks will be wearing more threat gear, taking more damage, and still generating less threat than before.

This rage fix was needed, it should be interesting.

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Yep some pretty great things. I especially like this one.

  • Pets should stop attacking whenever their target is crowd controlled by a spell that breaks on damage.

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The rage fix will change 40man raiding big time. Over 50% less rage generated for tanks means so much less threat. Now the tanks will be wearing more threat gear, taking more damage, and still generating less threat than before.

the age of killerduki is upon us

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consecrate not being affected by ap won't help killerduki much.

 

Only person that tried hard reported this to get fix and removed AP from Consecrate , was actually Killerduki himself .

Read the fixes that will benefit us instead ;), especially tank paladins.

 

/Kind regards Killerduki

Edited by killerduki

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Already fixing stuff Nost never could. They actually tried to prohibit and punish players using AOE around walls... rather than just disabling it.

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consecrate not being affected by ap won't help killerduki much.

 

they're going to buff SoR dmg with the 1handed specilization talent and SoR scaling with spell dmg correctly though

the age of killerduki is upon us

 

truf!

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wasn't stealth "broken" on Nost? I don't remember, I feel like even with 5 pts into Master of Deception and people would still see me from a mile away-_-

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wasn't stealth "broken" on Nost? I don't remember, I feel like even with 5 pts into Master of Deception and people would still see me from a mile away-_-

shhhhhhh  dont say anything the rogue population is already out of control

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shhhhhhh  dont say anything the rogue population is already out of control

yeah but then i cant AFK on flags in AB safely if they don't fix it.

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shhhhhhh dont say anything the rogue population is already out of control

So is it fixed or what? Was it ever broken? I want to roll NE Rogue on the fresh but if I'm about as stealthy as a pink elephant I will reconsider...

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The rage fix will change 40man raiding big time. Over 50% less rage generated for tanks means so much less threat. Now the tanks will be wearing more threat gear, taking more damage, and still generating less threat than before.

 

Well over 50% less :)   DPS need to know this is very important, and that your 1.3 daggers should only be pulled out for Val.

 

Using 63% damage reduction from armor for example:

 

What happened before:   2,700 damage taken to 0 armor.

 

I would get hit for 1k damage = 30 rage.

 

What will happen now:

 

I would get hit for 1k damage = 11 rage.

 

63.33% decrease in rage gains from incoming damage taken.

 

Pretty much what ever your armor is at, is how much less rage you will get.  So when you get those wonderful + armor buffs from healers, it will go down to even 68% decrease.

 

Also we will no longer gain rage from dodging/parrying a boss.  If a boss only did autos and nothing more and is effected by TF, should have around a 2.88 second delay auto attack.  Def stacked and +15 agil tank can get around 32.8% dodge + parry, lets just say 33.33% for ease of conversation.

 

In 1 minute that is 7 attacks you dodge or parry that gave 5 rage each by error.    So you are also losing 0.6 rage a second.   However we are getting rage now from when a boss dodges or parries an auto attack equal to your average damage so that should help this loss.

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