If you take more than one, for example all 5, yes. you are too greedy.
... and....
it's bugged and look carefully. you get like 20-30 sigils from 1 ![]()
If you take more than one, for example all 5, yes. you are too greedy.
... and....
it's bugged and look carefully. you get like 20-30 sigils from 1 ![]()
Btw: ReloadUI() results in the same problem
Hi all,
regarding warden/knight:
skill that ignores def of mobs can still be snitched from others:
I doubt that a scout can even do that high hits in IDK with 20ppl raid xD
Kneel emote. I'm tired of it. Even if I spam this half second after fear - my char gets ultra fear speed even without any speed buff and even on "walk" mode.
Fear effects disable "walk mode". And btw you cannot "spam" kneel emote anymore. If you do that, you will be forced to a "timeout" of doing events and that will leads maybe to the situation, that you are feared and cannot kneel anymore. In my tests, kneeling 1 and max 2 times a second is "ok"
Does it occur since last patch or was also before or you don't know?
it was even before, but I forgot to report ![]()
Btw also no action from skillbook work in that case and so on.
In my Test from now I clicked a skill from actionbar and from skillbook after changing character.
Addons:
autodisenchant, charplan x64, combat_tools, waittimer, comeonin, waittimer, dailynotes x64, ebc, enablesystembox, extendedmacroicon, fop, functionwatch, guildpanel, lootit x64, mathe, petautoevent, petstate, raidheal, raidsm, scrutinizer, simpledamagelog, splitter, storemultibuy, titleselect, transmutor, ultimatemailmod, vactionbar, vcthreatmeter, xbar
Bugs:
parent:UI_SkillBook_SkillButton_5 call UI_SkillBook_SkillButton_5ItemButton's OnClick, line: [string "?"]:127: stack overflow
parent:MainActionBarFrame call MainActionBarFrameButton10's OnClick, line: [string "?"]:127: stack overflow
parent:UI_SkillBook_SkillButton_4 call UI_SkillBook_SkillButton_4ItemButton's OnClick, line: [string "?"]:127: stack overflow
Greetings
Holy Protection buff from Knight/priest not working as aura. You always need to rebuff it, if someone needs that buff (for example after dieing or re-enter the instance)
Display MoreStronger aura will be applied to players, including to weaker aura caster, which results in removing weaker aura from the caster.
Greetings
Not working. If weaker buff is casted first, no stronger buff will be applied
Furthermore: if you run out of the 1000 range you loose the bufff -> ok
But you only get the buff back if you are around ~100 range of the caster and not within 1000 -> not ok
btw it's like for all buffs. that were changed.
Hi,
my wife and me did visdun pvp zone today after the patch. We finished it and after the winner is called, we left visdun.
Result: we both got NO ATLAS TOKENS! and my wife got 5 min block and I got 15!!! min block
WHY?
Please check and fix it
Windrunner race:
THe description says 4-8 ppl but I never see anything above 4 players? Is it possible to do it with more than 4?
Even after recent patch only 4 players can enter. But they need to wait 1 minute to start.... and if someone is registering he still can't enter ![]()
Hi,
if you login any character and then switch back to character selection screen and login an other character on the same account, nothing works anymore. complete interface is broken.
For example interacting with the AH: parent:MainActionBarFrame call MainActionBarFrameButton12's OnClick, line: :127: stack overflow
nearly every VIP is logging in every character and does not close the client everytime.
Greetings
- Changed following buffs to be aura effects, which will be removed if the source is 1.000 units away or dead.
- Grace of Life – Priest
- Amplified Attack – Priest
- Blessed Spring Water – Priest
- Magic Barrier – Priest
- Angel’s Blessing – Priest/Mage
- Shadow Fury – Priest/Rogue
- Musical Joy – Priest/Bard
- Defender’s Roar – Warrior/Priest
- Concentration Prayer – Druid
- Savage Blessing – Druid
- Neotropical Warmth – Druid/Bard
- Briar Shield – Druid/Warden
- Sublimation Weave Curse – Warlock
- Holy Protection – Knight/Priest
- Potent Blessing – Knight/DDruid
How does it work if for example 2 priests are in group?
Stronger aura will be applied to players, including to weaker aura caster, which results in removing weaker aura from the caster.
Greetings
Not working. If weaker buff is casted first, no stronger buff will be applied
Furthermore: if you run out of the 1000 range you loose the bufff -> ok
But you only get the buff back if you are around ~100 range of the caster and not within 1000 -> not ok
I'm just glad they stack again (somehow I guess), everything else doesn't matter for me
they stacked also before this patch now...
But now, you can stack them and get the lowest left time for all items you stack. Means stacking makes it useless in someway again.... until today the potions stacked automatically with the biggest left time left
Display MoreWhy can't we just choose which 2 potions we want? It's still random what you get...
This was actually considered lately as extra option for more fatigue, while keeping also current one the same.
We had a lot of different ideas with both many pros and cons, and so we were unable to pick the best solution so far.
Current state is not final.
Greetings
just saying.... this is not the best solution.... I think it's one of the worst ever (SO FAR!)
I mean, why did you increased the stack limit of house maid potions to 1000? players are again forced to have luck on getting the correct house maid potions... Nice job.
So it will break some boss mechanics, if specific classes are not included
Healer can still use it as before. Just use buff once and remove it from self if you don't want to rebuff other players.
Ah sry. Missunderstood post before ![]()
You cannot disable aura effect if someone is casting it constantly upon you. But caster can disable it and other players won't lose the buff as long as caster stays within 1000 range.
So it will break some boss mechanics, if specific classes are not included
-Aggro% Buffs are not included in the Change to Auras.
1 is... If you have 2 Tanks (worldboss)
Holy Protection – Knight/Priest
Yes, Auras can be deactivated.
Can auras be deactivated for specific players?
Thinking about worldboss and a healer needs to kill a dragon bcs he is the one to free the other from cage...or the WL/m in heal gear....
Or think about Tank, who will be ported in the cage, bcs he has too much patk (happened once before)
- Changed following buffs to be aura effects, which will be removed if the source is 1.000 units away or dead.
- Grace of Life – Priest
- Amplified Attack – Priest
- Blessed Spring Water – Priest
- Magic Barrier – Priest
- Angel’s Blessing – Priest/Mage
- Shadow Fury – Priest/Rogue
- Musical Joy – Priest/Bard
- Defender’s Roar – Warrior/Priest
- Concentration Prayer – Druid
- Savage Blessing – Druid
- Neotropical Warmth – Druid/Bard
- Briar Shield – Druid/Warden
- Sublimation Weave Curse – Warlock
- Holy Protection – Knight/Priest
- Potent Blessing – Knight/DDruid
How does it work if for example 2 priests are in group?
Stronger aura will be applied to players, including to weaker aura caster, which results in removing weaker aura from the caster.
Greetings
OK nice. I like. No stupid rebuff anymore ![]()
How does it work if for example 2 priests are in group?
Siege Bandages in next happy hour pls ![]()
Ch/Priest battle rezz is not working always. somedays it rezz, sometimes nothing happens (even no hp loss)
Display MoreAnother Suggestion for Knight/Rogue
because some other classes can wear Katana and the Knight/Rogue has the ability to wear Katana, maybe change the level 15 elite and level 30 elite that it can be used with Katana? It would fit the playstyle of Knight/rogue I think and in any patch notes there was written, that offhand skills can be used with Katana
Greetings
Knight/rogue is all about 2x 1-H weapons. Katanas are 2-H and it would be a pain for the devs to add that weapon to the current elite skills. Also, it makes much more sense to allow knight/warlock and knight/warden to use katana since both of these combos are 2-H damage dealers and knights can use 2-H swords "by default". I have already suggested that and since there is no reply from the devs I guess it will never come to life.
Katana is also designed for 2*1h weapon classes (rogues) and it's also usable in that way (replace 2*1h weapon) for warrior/rogue^^
Another Suggestion for Knight/Rogue
because some other classes can wear Katana and the Knight/Rogue has the ability to wear Katana, maybe change the level 15 elite and level 30 elite that it can be used with Katana? It would fit the playstyle of Knight/rogue I think and in any patch notes there was written, that offhand skills can be used with Katana
Greetings
Druid/Knight gets a Skill that inflicts self DoT of 10% / second. If your Hp is like 1.5mill, that is potentially 150k Heal you can generate aggro from.
Adjust + % Aggro so that Druid/Knight can generate enough aggro only by healing himself.
To have enough aggro in sustain and burst situation, make the +% Aggro dynamic and for example dependent on cast speed. Higher cast speed -> more + % Aggro.
And if you have another heal in party, you are not 100% able to heal yourself for aggro xd
Maybe byte can clarify but I doubt it's possible to do such a change
I dont know if it possible, but i try.
Druid/knight.
Is it possible to make a new tank based on heal ? Healing create aggro too, this tank will use heal(not damage) for tanking. The more you create a heal, the more you create a aggro. I know this idea very hard for realisation, but if do it we make a new original tank with new mechanic.
One big problem would be: how will you generate aggro if you don't heal? Atm healing is only generating aggro if you heal lost HP of friendly members. Overheal does not generate aggro. In that case, how would it be possible to get any initial aggro?
The idea itself sounds nice at the first moment, but I doubt it is possible in the way, how the game handles aggro generation based from healing
As far as I can see, there are players who claim to be good, but at the moment I haven't seen a player in this class and I haven't seen one before. Why ?
I played K/S in DC. For me it's the knight with the easiest aggro and easiest range aggro (if someone accidentally pull or tank want to pull at range). But besides this, it has nothing special for me! As long as the aggro is not a problem, I prefer K/D for DC (but only for DC) bcs it has nice shield mechanics to make it easier for healers and buffing a little bit the raid.
In all other instances I wouldn't play K/D, bcs the raidbuff would be kinda useless.
I would also prefer K/R for DC, but only if the dodge buff wouldn't disappear instantly bcs you absorb the non dodgeable hits ![]()