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Old 10-11-2008, 09:25 PM   #6706 (permalink)
Vorph
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Originally Posted by Necrolyte View Post
You can't silence Winds of Insanity because it's labeled as a buff that is insta-cast. It's not considered a channel, or else we would be able to stop it from range just fine. It also cannot be interrupted during the cast. In fact, the first thing I tried to do was use 6s Silence, and Dispel Enchantment. Neither stops Winds of Insanity. If you DO get a Silence in, it will delay the NEXT casting of Winds of Insanity, but that's 6s before they restart the chain. Still not even remotely close to the 10s of free time we should have to kill the person.

Once it starts, the only thing you can do is dispel the buff, but as far as I know most people that have the specific dispel are melee... and you can't get in that close to use the ability if the Zealot has started the Winds chain.

PS - With the AE magnetization and AE Rain of Fire etc, at least the players can still use abilities. With this Winds of Insanity bullshit, you can't cast or use anything because you just keep getting bumped around and facing weird directions.
The only thing wrong with WoI is the cooldown exploit. Don't start bitching about the core ability just because some people found a way to keep it up all the time.
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Old 10-11-2008, 09:32 PM   #6707 (permalink)
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Originally Posted by Vorph View Post
The only thing wrong with WoI is the cooldown exploit. Don't start bitching about the core ability just because some people found a way to keep it up all the time.
Where am I bitching about the core ability?

16s cool-down is perfectly fine.

My issue is with the exploit of the cool-down, which is clearly what I have been talking about this whole time. The whole post you quoted is replying to people suggesting ways to counter the chain-casting of Winds of Insanity. In that post I still always refer to the "chain casting" of Winds of Insanity.

Nowhere do I comment about the skill at the core, if it was working as intended.
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Old 10-11-2008, 10:30 PM   #6708 (permalink)
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The PS made it sound like you were taking issue with the skill itself regardless of the exploit.

Anyway, I'm sure it will be hotfixed soon, the exploit was pointed out to Mythic several days ago.
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Old 10-11-2008, 10:39 PM   #6709 (permalink)
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The PS made it sound like you were taking issue with the skill itself regardless of the exploit.

Anyway, I'm sure it will be hotfixed soon, the exploit was pointed out to Mythic several days ago.
Like them getting around to fixing tactics such as Restorative Burst to either be the 160ap/3sec return that it's listed or some lower amount (and actually returning more than 10ap) and Wild Healing so it actually does something, like anything at all?
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Old 10-11-2008, 10:53 PM   #6710 (permalink)
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Call me cynical, but I fully expect the only bugfix to ever happen to Restorative Burst will be a change to the tooltip to reflect the paltry 30AP it actually returns.

There's a lot more bugs to the zealot class than that too, but the law of MMOs is that bugs that benefit players get hotfixed and bugs that hinder players are generally looked at several patches after they are reported.
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Old 10-11-2008, 11:40 PM   #6711 (permalink)
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Quote:
Originally Posted by Vorph View Post
The PS made it sound like you were taking issue with the skill itself regardless of the exploit.

Anyway, I'm sure it will be hotfixed soon, the exploit was pointed out to Mythic several days ago.
The PS was still referring to the chain-casting of Winds of Insanity. How else can a Zealot push an entire group up against the wall until they are dead, without them being able to cast spells/abilities or move?

That's why when I mentioned AE Magnetization + AE Rain of Fire, at least the characters can still control their characters. With chain-cast Winds of Insanity, we're pushed up against the wall and lose full control of characters.
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Old 10-12-2008, 12:37 AM   #6712 (permalink)
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Originally Posted by Vorph View Post
Call me cynical, but I fully expect the only bugfix to ever happen to Restorative Burst will be a change to the tooltip to reflect the paltry 30AP it actually returns.

There's a lot more bugs to the zealot class than that too, but the law of MMOs is that bugs that benefit players get hotfixed and bugs that hinder players are generally looked at several patches after they are reported.
And this is precisely how I feel, even down to the 30ap that I think it returns (which is what I was estimating it was worth based on the testing I did when I was testing Wild Healing with a stopwatch as well).
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Old 10-12-2008, 01:15 AM   #6713 (permalink)
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Less QQ more Pictars!@! ;O Found some pistol that has a graphic of a sword. The animations are funny while shooting and doing executions.

So far still having fun. Guildies are logging in regularly and almost everyone is t3+ and waiting on the laggers to catch up by rolling alts etc.

Anyone else getting some more "lag/unresponsiveness" in the UI since patch to fix said things? Before I had no problems but lately it's been quite common dismount right near someone and stealth to open on them and they are suddenly halfway across the map and this is without that run through bug/feature.
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Old 10-12-2008, 01:56 AM   #6714 (permalink)
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Call me cynical, but I fully expect the only bugfix to ever happen to Restorative Burst will be a change to the tooltip to reflect the paltry 30AP it actually returns.

There's a lot more bugs to the zealot class than that too, but the law of MMOs is that bugs that benefit players get hotfixed and bugs that hinder players are generally looked at several patches after they are reported.
The bug is in the tooltip. In beta, the Restorative Burst tooltip said 30 AP. 160AP would be stupidly overpowered.

30AP is fine. With the Flash of Chaos tactic, every 4th or 5th one is free. With a +heal crit set bonus, the group heal should crit at least one person every cast, halving the AP cost.
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Old 10-12-2008, 02:07 AM   #6715 (permalink)
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Originally Posted by TwiNCannoN View Post
Dark Crag Statistics: Population Data

Dark Crag's pop balance is pretty badass
Yeah DC seems to be shaping up as an Illidan/Blackrock equivalent in WAR. High pop with relatively even faction numbers and very active PVP. If anyone is thinking of re-rolling its a good place to go for sure. And BTW, in Open RVR WAR there is very little ganking compared to WoW.

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Less QQ more Pictars!@!
Might have been posted, but I'm not re-reading 440+ pages:


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Old 10-12-2008, 02:21 AM   #6716 (permalink)
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Sadly I think I am at the "guild up or quit" stage. That's not a bad thing for the game but having left behind all my old-school MMO buddies and having no RL people interested, I'm frankly worried about taking one of those ten blind offers I get a day. Plus, having all my chars on Monolith is not helpful I suppose.

Meh, at worst I more than got my money's worth so far and I might even still play just as a PUG downtime game. Hell man, I am seriously thinking about passing on WoTLK and that's from a WoW guy since just post F&F, with six 70s and a sunwell era main.

Aw fuck though, maybe even us old fucks get old eventually and I'm just tilting at my own windmills. The game itself is definitely on par or better than DAoC was and I had a shitload of fun there (in a strong guild).
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Old 10-12-2008, 03:31 AM   #6717 (permalink)
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Anyone playing a RP have any idea how the healing rune mastery works? The ones you inscribe into the ground that effect everyone within range, the tooltip says "everyone within 0 feet heal 0 hp every 0 seconds for 30 seconds", whereas the other ones actually say proper effects.
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Old 10-12-2008, 03:34 AM   #6718 (permalink)
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it does work, i think mine heals for 260 a tick at level 40 with maxed grimnir line.
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Old 10-12-2008, 04:20 AM   #6719 (permalink)
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I see some posts saying the master rune of speed and adamant generate memory leaks though, so I've never really used anything but the fury one, which I like better anyway. Master rune of fury+restorative burst=infinite AP(or close to ^^). Sure needs that to keep an AE BW under focus alive.
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Old 10-12-2008, 05:08 AM   #6720 (permalink)
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Originally Posted by Necrolyte View Post
The PS was still referring to the chain-casting of Winds of Insanity. How else can a Zealot push an entire group up against the wall until they are dead, without them being able to cast spells/abilities or move?

That's why when I mentioned AE Magnetization + AE Rain of Fire, at least the characters can still control their characters. With chain-cast Winds of Insanity, we're pushed up against the wall and lose full control of characters.
It seems like alot of people talking about this issue have never actually had it happen to them, it's an instant case of nerdrage for me.
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