World of Warcraft - [Firepower Friday] Your weekly DPS Thread


[Firepower Friday] Your weekly DPS Thread

Posted: 06 Sep 2018 08:35 PM PDT

Please post any offers to help, questions, and logs in the appropriate class spot.

Classes: Death Knight | Demon Hunter | Druid | Hunter | Mage | Monk | Paladin | Priest | Rogue | Shaman | Warlock | Warrior

General DPS Questions

submitted by /u/Babylonius
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Order of Embers Exalted horse mount vs Worgen lvl 40 horse. 9990g for a saddle and ankle armor

Posted: 07 Sep 2018 08:01 AM PDT

Battle For Azeroth Patch 8.2 Preview

Posted: 07 Sep 2018 01:07 PM PDT

Fired in style

Posted: 07 Sep 2018 09:06 AM PDT

The text prompt we use to select where we set sail feels like a cheap 'private server' like solution. It would be so much cooler if we actually used a map.

Posted: 07 Sep 2018 10:37 AM PDT

The recent PvP fixes have some very interesting side effects...

Posted: 07 Sep 2018 03:13 AM PDT

[Repost correctly] Guild paid for Turtle tattoo, context in comment

Posted: 07 Sep 2018 05:53 AM PDT

I made a Pandaren Monk

Posted: 07 Sep 2018 10:48 AM PDT

Remember to buy horde for war supplies!

Posted: 07 Sep 2018 07:41 AM PDT

Just finished Uldir and as a Alliance character I have no idea what were we even doing here

Posted: 07 Sep 2018 08:21 AM PDT

Whole raid has no cinematics or storyline especially from Alliance side. In Legion every raid had a plot and usually cinematic or storyline inside but this one feels completely out of the ass. The raid itself is great and challenging but storywise its really disappointing that we are killing the actual old god but without any backstory how he got there and why the hell are we here and how do we know hes there. Started playing late into legion so might be wrong but I really feel like finishing the whole raid has no purpose except for trying to get a better gear which might be enough for some people but for me i would at least want to know whats next. Back to farming rep and hanging around til 8.1 comes I guess.

submitted by /u/iKarllos
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We've had a streak of issues and bugs in BFA mentioned on the /r/wow frontpaged that promptly got fixed just because they got exposure. So here are a few more.

Posted: 06 Sep 2018 07:44 PM PDT

BFA has been riddled with bugs, imperfections, game system flaws and design choices that can be frustrating to say the least. But in the first few weeks of BFA I've noticed a trend where these things seem to change very quickly if its made public on a place like reddit where blizzard lose control over the negative publicity. (They don't seem to care much at all about their own forums, especially not the EU side. Bug reports for the dungeons and raid were to be found there in enormous numbers and yet they were never fixed or even adressed or mentioned.)

/r/wow frontpage mentioned for example that Azerite pieces felt awful to not be able to trade, which then not two days after in the Q&A was adressed and fixed. Other cases include the parrot mount which had its saddle covered with the parrot texture instead of the saddle texture. which was fixed yesterday in a hotfix. This had been reported long before since the model displayed the same texture even in the mount inspect tool where you can inspect mounts before you own them. Even more recently we had the case of the weapon drop from Taloc which was then converted into a transmog item, which was promptly reversed after Blizzard noticed that the community expressed well-deserved outrage over the fact.

So with this in mind, I figured I'd point out a few other things Blizzard might be interested in knowing. First are bugs that can be quite baffling, later they get a bit nit-picky.

Bugs/features, who really knows at this point

  • In waycrest manor, AoE Abilities like Divine Star and Halo (Halo in particular) for disc priest, so I assume many other abilities for other classes as well, sometimes pull the mobs in the basement even when you're upstairs and theres no way to deaggro them except for just dying.

  • In waycrest manor, dying at the maggot packs that spawn more maggots out of you and releasing will sometimes (read: most times) cause the maggots to spawn at the dungeon enterance with you where you respawn.

  • In freehold, if you cast a knockback on the brawlers that you need to slay before the 2nd boss while on the bridge, they can fall off and AFK in the water for a couple of minutes before finally despawning and then respawning so you can continue with your life and pull them again. Conversely, sometimes by doing this all of them despawn and you just skip the entire thing and the game gives you the pirate hat for the council without any effort.

  • In Uldir you can try to pull and reset MOTHER by running back into Talocs room, which wouldn't be that strange... if it wasn't for the fact that if a havoc demon hunter does it and double dashes then she sometimes doesn't despawn and you get to do her fight in Taloc's room with 0 room mechanics.

  • If you have a 370 staff weapon as a caster, and a 370 held in offhand or dagger drops for you, Personal Loot does not allow you to trade it since you own no dagger or offhand, only a staff. Why this is in the game is beyond me, but I guess Blizzard really resent the idea of us sharing loot amongst each other like... I don't know.. whats the word? A community?

  • If you have a 370 ring and a 370 ring drops, you can not trade it if you dont have a 370 ring in your 2nd ring slot. In order to counter this mechanic you need to equip every item level increase in Rings in both ring slots (move the item up and down once) so the game thinks you own a ring for each slot. Then you outplay the personal loot system and you can trade rings again. This works the same for trinkets.

  • The mechanical golems at the start of Motherlode that you would like to scrap as an engineer to get pieces for the new engineering mount dont count as scrappable. When you hover over them it says instead that they're "skinnable", but skinners can't skin them either. (This one I haven't confirmed if they've hotfixed or not yet, this was a couple of days ago.)

  • In Temple of Sethralis, the orbs sometimes dont respawn if a Guardian tries to replace it on its pedestal, and your only choice is to reset the key because there is no way to continue the instance.

  • The second to last boss in Shrine of the Storms, where you need to soak orbs to remove your mind control, doesn't remove the mind control debuff even after soaking all the orbs. It sometimes does after soaking 6 orbs or more, but that requires you to soak 1 full wave of orbs and then a bit of the next. Which means that the guy after you operates on incrementally fewer orbs at their disposal. This is however not consistent, sometimes you dont lose the pre-mindcontrol buff at all. (Edit: apparently this is a feature? Its hard to know sometimes so I hope you'll forgive me.)

  • If the same fight finishes it also sometimes takes up to 20 seconds until the squid goes off your head, which might be a feature or a bug but who knows at this point. You can't attack the eels which is the next pack while you have it on you in any case.

  • Taking the boat that goes between the different ferrey-stops in Tiragarde Sound can sometimes result in you running into one of the larger ships that sail about, resulting in your tiny boat getting stuck on the bigger ship, waiting for the bigger ship to move at an angle where your smaller boat is freed.

  • Death Gripping the Purification Construct on the bridge towards the entombing boss room in King's Rest while its casting its laser Purification Beam will cause it to reverse the direction it was going rotationally, only to then correct itself 3 seconds later and go back in the direction it started off in.

  • This one I'm not sure if its a feature or a bug either, but in Siege of Boralus at the last boss, the cannons block Line of Sight which makes healing the fight beyond infuriating. It's not a difficult addition to the fight since the rest of the terrain is fairly open, which is why it makes me think its more likely a bug than not. It only makes life awful for the healer as they run around the object in circles looking for angles to heal everyone. The same cannons (or atleast same model) in Tol Dagor do not block line of sight.

  • In Temple of Sethralis, the Guardians at the last boss seem to spawn Sanguine. Maybe this is intentional, but no other dungeon bosses that I've found that include adds spawn Sanguine. This falls down under maybe bug I guess.

  • This one is very minor, but the champions worldquest in Voldun which spawns near the bottomleft..... EDIT: Fixed apparently!

  • Disc priest mastery snapshots. If you put up Atonements and then use a mastery-giving trinket, your atonements do not take more healing appropriate to your new Mastery, but to the mastery you had when you applied them. Fuck knows if this is a feature.

  • In Freehold, the turtle miniboss before the Ogre boss sometimes leaves a single shell that never stops bouncing.

  • This might be a feature, but in Island Expeditions (I have not confirmed for this reset), healers pull an obscene amount of aggro that can be next to impossible to overthreat as a DPS. Healers definitely generate more threat in this game-mode than others, but this has never been explained anywhere so might be a bug so worth mentioning in case it could then get fixed. It could have something to do with Blizzards new AI made out of tibetan gold wanting to prioritize healers.

  • In Island Expeditions, the resources gathered bar up top measuring your progress and the enemy team's progress sometimes spawns slightly outside the screen so you can't read the numbers.

  • Like previously mentioned on this sub today, weapon enchants are listed under ring enchants on the Auction House.

  • In Motherlode, the last boss casts a gatling gun which you need to dodge to get the achievment Ready for Raiding, but at the last second of the cast he abruptly turns to hit the tank with the last two ticks which makes the achievment impossible to obtain for any tanks, and incredibly confusing for non-tanks as well who stand behind the gatling gun the entire way only to immedeatly be met with it cancelling its animation to shoot them out of nowhere if the tank is trying to get the achievment with them.

  • In Underrot, Cragmaw, if tanked closed to the edges of the room, can throw parasites outside the boundries of the map where you can't step on them to stop them from hatching.

  • In Underrot, the last boss if tanked at the walls of the room shoots his vile spray backwards instead of the way he's facing because the spell can't find enough room ahead of him. So you can just stand AFK the entire fight and nuke him.

  • Minor inconvenience, the Disc priest talent Sins of the Many doesn't say in its tooltip that your damage dealt increase only diminishes down to 3% and not 0%. You need to google this or constantly check your buff in combat to figure it out. Its a three-line tooltip, you really couldn't fit that crucial bit of information in there?

  • BFA food display incorrect values in their tooltips. The tooltip for the best secondary stat food says 55, the tooltip for the buff says 70.

This is just a few of the things I've found since launch and I'm but one player. I invite the rest of you to contribute with other bugs or strange design choices you've found that have probably been reported hundreds of times on the Blizzard forums, in the PTR and BETA clients, and in game on live too so that we might catalogue them. Maybe if we concentrate them all here in one big mega post that people can actually see then something will be done about it.

Like I said, feel free to contribute with your own examples of absurdities you've found in BFA so far. And on a larger scale it might be worth discussing whether or not the fact that these things only gets fixed when great public attention is turned towards them is a good thing or bad? In Legion we had similar behaviour from Blizz with for example the getting stuck in the cages in m+ on Maw of Souls which was there at launch and remained unfixed until it one day happened in the MDI.

Its honestly fairly depressing that we need to muster all our efforts to form a public outcry for many things to get fixed, let alone CHANGED. Do we need to collect signatures to prove to Blizzard that we want to be able to choose between Personal Loot and Master Looter so people who like each can use their own system? Collect signatures to show that there is a demand for classes to not be what arcane mage has become, where its close to a one-button spec? Collect signatures so bosses like Hyrja dont oneshot at Tyrannical unless you're an immunity class? Maybe I'm being unfair.

EDIT: EDIT: The vote-brigading has been counteracted upon but I'll leave /u/elmaethorstars list here regardless:

  • Adds on the last boss in Temple of Sethraliss, as well as dropping sanguine as you mentioned, also contribute to trash percentage which are likely the same bug or some sort of flag mix up.

  • Likewise, adds on Lockwood in Siege of Boralus also count as trash percentage which I doubt is intentional.

  • Sanguine pools from the tunnels in Tol Dagor can hit people upstairs with no visual indicator.

  • Numerous Azerite armour tooltips do not display the correct values. For Holy Priest: Everlasting Light, Permeating Glow, and Twist Magic all consistently heal for more than they say they will without any +modifiers to healing active except versatility (and the differences are not the versatility percentages).

  • Hunters still have animation lag on instant abilities when using guns or crossbows as a Tauren and several other races. This bug was introduced during patch 7.2 and has still not been fixed. It is particularly awful throughout Alliance BfA levelling because every ranged weapon reward is a crossbow.

  • Power Word: Shield occasionally just fails on Prot Paladins with no indication of why.

  • Hand of the Protector consistently fails to account for missing health and thus does incorrect healing. Coupled with the above bug, this makes this healer/tank combination very annoying to play.

  • Divine Star on Priests continues to bug out on certain terrain even when there are no visible obstacles.

submitted by /u/please_help_me____
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My metal cover of Daughter of the Sea

Posted: 07 Sep 2018 03:02 AM PDT

The Priest Guide to Killing your Raid Group in Uldir

Posted: 07 Sep 2018 04:22 AM PDT

Taloc

- Stand between tank and Taloc during Cudgel of Core. Grip your victim as Taloc is about to charge, giving yourself time to avoid it yourself.

- If you're fixated by an add, grip your victim as the add closes in, and run away quickly. If done right, they'll take the hit and not you.

- In P2, look for people that like to run around. Stand near the edge of the elevator and grip them, causing them to run off if they're not careful.

MOTHER

- Grip your victim in front of Sanitizing Strike. Put an angelic feather down for yourself in order to avoid and let your unsuspecting victim take the blow.

- Stack on your victim. When the fires spawn, grip them and they'll take 2 hits in one from the fire gouts.

- Due to there being just one safe space, it's not possible to grip people through the wall/ceiling lasers without getting hit yourself. Consider standing out, and using pain suppression on yourself before gripping.

Zek'voz

- It goes without saying that the boss frontal attack is a risky, but effective method of killing people.

- Stand positioning an ominous cloud between yourself and a low health player. Grip this player through the cloud and in theory, the add will spawn and immediately finish the player off.

Fetid Devourer

- This is a little tricky to do. Watch the DBM timer for thrashing terror. At about 3-4 seconds left, run to your main tank and grip your victim. If you're lucky, your tanks will notice you moving towards them, briefly panic and spread, allowing your victim to take the hit while you run away.

- While Regurgitation is being cast, stand on the opposite side of the targeted area, and grip a player through right as the cast finishes.

Vectis

- Do what you can to increase the victim's stacks of Lingering Infection. This boss is kinda hard to kill people on, but do stuff like gripping them near target of Gestate.

- As P2 is beginning, move to the boss. Quickly figure out which direction he's moving, move in that direction with him behind you and quickly grip a player.

Zul

- Follow the player closely with Dark Revelation. As they return to the group after exploding, quickly circle round the adds that spawn, and grip the player through them, fearing them.

- Drop angelic feathers for players affected by Deathwish so they can outrun the other healers. If your raid leader asks why you didn't dispel, say that you lagged or that you were dispelling the other person.

Mythrax

- Follow a specific player closely for the whole encounter, gripping them away from fragments and taking them for yourself with angelic feather.

- Grip players through oblivion spheres. If you see your victim getting knocked out, move to the opposite side and ping pong them back with Holy Nova.

- This is very tricky to do, but it's an assured kill if you can pull it off. Stand with the boss in between you and your victim. If you're targeted by the laser beam, grip your target through the boss as they laser is about to go off. If done right, they'll lose health from oblivion veil, and then get finished off by the first few ticks of the laser. If your victim is slow, just grip them into the laser beam. It'll draw less attention from your raid leader and is still possible to kill them without oblivion veil.

G'huun

- Avoid getting a stack of Dark Bargain. Find a victim who has one stack, and grip them during the Dark Bargain cast. Pop CDs and nuke them. Be praised by your raid leader for quickly taking care of it as a healer.

- Explosive Corruption can be fun, just have a play around with it. If you're targeted, stand on your victim and let it explode on them. Grip them into an orb you just spawned for a double whammy.

- Grip your victim out of Blood Feast and allow their stacks to climb. Put a shield on yourself and stand near them during Wave of Corruption.

I may post an updated version of this at a later date as I discover more tricks.

Disclaimer: I accept no responsibility if any of your decisions influenced by this guide result in temper tantrums, loot locking, removal from raid, removal from guild or other negative consequences.

submitted by /u/Lithrelin
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Vantus runes don't work on G'huun because his name is spelt wrong in the code.

Posted: 07 Sep 2018 08:48 AM PDT

This has been literally grinding my gears in BfA.

Posted: 07 Sep 2018 08:37 AM PDT

Sylvanas painting on a jeans jacket, what do you think about it ?

Posted: 07 Sep 2018 11:18 AM PDT

Me and my friends enjoy bfa

Posted: 06 Sep 2018 11:56 PM PDT

Controversial opinion around here I know but i really like bfa atm..even more than legion and my friends feel similiar. Uldir is great and the mechanics feel very fun. The world is way better than the kind of bland zones in legion and i really, really love warmode and the warfront!

I feel like most of the bugs (not all ofc) are blown waaaay out of proportion and people here get more and more like /r/leagueoflegends where everyone just memes and shits on the game because this is what gets you karma around here..i dunnoi hate all the negativity around here..

Just wanted to get this off my chest.

submitted by /u/Xofurs
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I thought I had escaped him...That he could never hurt me again....

Posted: 07 Sep 2018 07:58 AM PDT

The Worst part about Island Expeditions is what Blizzard will take away from them.

Posted: 07 Sep 2018 04:15 AM PDT

Island Expeditions haven't been well received by the community, and there are some legitimate gripes with them, primarily that they feel unrewarding.

The thing is, I liked scenarios in Mists, and I think there is a place for instanced spec-agnostic PVE for groups of sizes that aren't 5 or 10-40. Imagine being able to group with any number of friends (or npcs or solo) and play a meaningful game mode with realistic rewards corresponding to it.

If Island Expeditions (and lets be honest, War Fronts) seem to indicate to Blizzard that people aren't interested in the content, I hope they look at the why rather than chucking these out for a few more expansions before trying it again.

Edit: It's a little late for an edit, but I see some really good idea and points in the comments. The only thing I really want to clarify is that content being rewarding doesn't have to mean it provides material reward. People have suggested things such as a leader board, boss style or mythic style mechanics or even lowering the times per week the Island Expedition has to be run as examples other than more material rewards.

TL;DR Don't give up on PVE Spec Agnostic Instances for player groups other than 5 and 10-40

submitted by /u/Bodkin_Lightly
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High Overlord is my middle name.

Posted: 07 Sep 2018 05:32 AM PDT

why do 'rare' mobs even exist anymore?

Posted: 06 Sep 2018 08:41 PM PDT

they are not rare. they don't drop anything useful. they are a waste of time. i wish they'd go back to mists of panadaria style. delete 2/3 of the current rares, give them a 1hour respawn and mounts/toys/pets + a nice amount of ap.

right now i couldn't care less about them, just like a lot of other stuff in this expansion.

edit: apparently there are a lot of people who don't understand i'm talking about kul tiras/zandalar rares. for over a decade rare mobs stood for something special. a challenge. special rare transmog, rare drops such as mounts and pets, since mop even toys. they also gave bags of crafting material or rep tokens.some of them could only be taken on by raids. they gave the world more life.

you felt happy when you randomly found one, you got mad when you were just short of tagging it. it felt great when you finally got that one item after several kills, maybe even camping for a while. bonus points if you didn't even know the item existed before it just happened to land in your inventory. rngeesus might hate all of us but it actually (i'm sorry i'm saying this) gave a feeling of accomplishment.

nowadays they are reduced to a named mob with 5x hp. you don't care if you get the tag on a low rare or if he is even right next to you. killing the rare takes more time than to debate with yourself whether you really want to dismount or not.

warfront rares are fine. it's good that they have basically 100% uptime since they are a catchup mechanic. not much to say about them.

submitted by /u/bestewogibtyo
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Uhh wtf blizzard? (4 toes with one pair of boots, 5 with the other???)

Posted: 06 Sep 2018 09:48 PM PDT

Don't be that guy in a mythic +

Posted: 07 Sep 2018 03:05 PM PDT

Hemet Nessingwary sets up shop in BfA but not this stud?

Posted: 07 Sep 2018 12:47 AM PDT

So now that Legion is over, can Blizzard announce what all the Hidden Artifact effects are?

Posted: 07 Sep 2018 02:47 AM PDT

I'm not talking about the hidden appearances, they were all found. I'm talking about the hidden abilities that Artifacts had on them.
Things like Ashbringer insta-kill on Demons, or Arcane Mage 2% increased damage in Broken Isles

From https://www.wowhead.com/artifact-weapons-hidden-appearances-guide

The following effects were not discovered/identified:

  • Havoc Demon Hunter
  • Vengeance Demon Hunter
  • Guardian Druid
  • Restoration Druid
  • Beast Mastery Hunter
  • Brewmaster Monk
  • Mistweaver Monk
  • Holy Priest
  • Subtlety Rogue
  • Enhancement Shaman
  • Protection Warrior

Note: Some of these may have been found, but not updated on the Wowhead page.

I would be interested to see what extra ability some of these artifacts had (if they had them at all)

submitted by /u/Zythyx1
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A minor detail from the Mag'har scenario that could have HUGE implications for Azeroth

Posted: 07 Sep 2018 11:56 AM PDT

At the very end of the Mag'har unlock scenario, every survivor is sent back in time to modern Azeroth. Looking around you can easily spot the orcs, ogres, and gronn that came with the Mag'har, but, in your excitement to unlock the new race, you probably missed the stowaways that came with us.

Looking behind you when you get to Orgrimmar, you can very easily miss the mob of Botani and Saberon that accidentally followed us. Both groups quickly flee west into the Northern Barrens, quickly enough that they are likely missed by most players. Obviously, there are some major implications of two previously extinct species making their way to our world. The saberon will likely not be any worse than the quilboars or centaurs that are already in the Barrens, but the Botani were a major threat to Draenor as a whole and could become one as well to Azeroth. Do you guys have any speculation about how these events will shape the story going forward (or, more likely, will Blizzard forget)?

submitted by /u/LoreDeluxe
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