how's quaking guys
[WoW] Battle for Azeroth - Page 309
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BfA Community Links: GP : https://www.worldofwarcraft.com/invite/KKMpKPSlgd?region=EU&faction=Horde TLEUH : https://www.worldofwarcraft.com/invite/v9x5bAF3jD?region=EU&faction=Horde TLEUA : https://www.worldofwarcraft.com/invite/ALwgJnC5Wo?region=EU&faction=Alliance TLNAH : https://www.worldofwarcraft.com/invite/vPrmjJxiVnJ?region=US&faction=Horde TLNAA : https://www.worldofwarcraft.com/invite/YeZj7P0SXLn?region=US&faction=Alliance Bnet: Bnet - https://blizzard.com/invite/amvLM0EubJv On November 03 2016 06:57 GTR wrote: I've created a Google Form/Spreadsheet for people to help add eachother. Hopefully this will makes things easier for us to find people for Mythic+ runs and what not as opposed to sifting through 150+ pages of discussion. Form Spreadsheet If a moderator could add this as a moderator note at the top it'd be appreciated. | ||
Stancel
Singapore15360 Posts
how's quaking guys | ||
Alventenie
United States2147 Posts
Did 3 different runs: Maw 8, EoA 7, EoA 10 Quaking is not like a normal affix though. It will proc and continue to proc at any time in the dungeon, in combat or out of combat, and even after you have completed the dungeon (I presume they will fix it procing after dungeon completion though). It interrupts all casting. We had a Bear tank, feral druid, assa rogue, havoc DH, and MW monk. Havoc DH was eye with Raddon's. His eye beam can get interrupted and chaos locked. MW never had trouble since he would just be out of range of melee most of the time. The damage is a decent amount. Hits for probably ~700k or so for me as a rogue (although feint can reduce it). The biggest thing is that it will overlap other quake damage, so it can stack based on how many people are there. We almost one shot our group on Hatecoil standing on the same dune because of this. Otherwise its a decently small aoe and when it procs everyone must move to hit only themselves. I can see bad groups making this annoying on the healer if they stay stacked and give extra damage out. I think it is a good affix atm. It did not seem to go off too much, but was there enough to make you move more in trash packs. It also promotes a well balanced group so you aren't stacked heavy in melee like we were. The damage scales some (looks like 615k average in a +8 to 700k average in +10). Hopefully it doesn't get out of control in really high M+ since you then will definitely struggle on fortified teeming with this extra damage in pulls. | ||
Cyro
United Kingdom20163 Posts
MW never had trouble since he would just be out of range of melee most of the time. Doesn't it spawn on the MW too? | ||
Rebs
Pakistan10726 Posts
MW is a funny specc that doesnt qualify as range or melee on certain mechanics so it doesnt get targetted regardless of where you are standing, maybe its the same case here. I think his point however was that the MW only had himself to worry about. TBH any affix where I can go ham I am ok with. This whole hold dps on bursting shit makes pushing high keys more work than most people want to put in. Not thats its not fun to try ofcourse. | ||
Cyro
United Kingdom20163 Posts
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Alventenie
United States2147 Posts
The affix spawns 1 circle around every player at a fixed time (likely every 20-30s or so, also it spawns out of combat as well). Every player after a set amount of time does aoe damage in the circle around them (it moves with you so you are the epicenter of this quake). It also interrupts all spell casting and locks you from that spell class for 4 or 5s. Also deals damage, which if you are in someone elses circle will do your own damage, and their damage. Basically when it spawns everyone spreads out like 4 or 5 yards and don't stand in any circle but your own. You can overlap over other circles if you aren't actually in their circle perimeter. | ||
Cyro
United Kingdom20163 Posts
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Alventenie
United States2147 Posts
Made it much easier to pay attention to that than my debuff timer. | ||
Cyro
United Kingdom20163 Posts
they made the circle have a neat look to it that you have a solid edge, and the circle fills up from the center to the outside Finally copying Wildstar so that we can understand shit without 500 weakauras :D Aparantly the little wyrmtongue caches have legendary drop chance, i just got legendary from one. Heard that the broken shore rares do, too (Well, all rares do.. but the broken shore ones are not one-kill, they reset back to rare status regularly) | ||
Stancel
Singapore15360 Posts
On May 02 2017 15:08 Cyro wrote: Wrist is damn good too what do you want to know about? 3313123 is go-to for dungeons and the 40% chance to get a soul when stunning thing is really good for that since souls are so powerful. Nemesis is better for low target counts or probably just most of the time if you want to deal with using it and Demon Reborn can be okay if you won't be able to get stun souls coming back to this for a bit, what's the legendary you prefer to pair raddon's with if you're not running demon blades, or is AOTHG just fine with demon's bite? i have shoulders/sephuz/AOTHG/prydaz/KJBW (ew) | ||
Cyro
United Kingdom20163 Posts
lol | ||
Noocta
France12574 Posts
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Cyro
United Kingdom20163 Posts
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convention
United States622 Posts
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Stancel
Singapore15360 Posts
quaking preventing us from unlocking the door in court was fun | ||
Redox
Germany24793 Posts
On May 03 2017 12:43 convention wrote: I had the most frustrating M+ earlier. Healed a eye+11, and the other four members were somewhat incompetent, and would just randomly pull stuff, being stacked on pretty much every quaking, and rarely dodging mechanics. So whatever, I just go along for the ride since at least I'll have the weekly 10 done if I get lazy. We of course are at 98% before the final boss, so I type in chat for the first time asking if I should go pick up a couple crabs quick, to which they respond that we'll get it after boss. We kill the final boss, and immediately afterwards I get kicked all while 4 people start spamming out "lol." Made me pretty angry, at least at the time of submitting the ticket and logging out, it didn't seem like I was giving a loot chance or credit for finishing the dungeon. I would have imagined if I had a loot chance, I would have at least had AP in my mailbox. Anyone know how that works, if you are kicked out of the dungeon before the run is completed? Did they end up with 2 loot/chest for the 4 remaining people? Pretty sure you are just fucked. They got their stuff for sure, you dont need 5 for completion. | ||
Redox
Germany24793 Posts
Completing the run on time will have the same results it currently does in 7.2: you’ll get a new Keystone for a random dungeon that’s 1-3 levels higher than the one you just completed, based on how quickly you finished. If you complete the dungeon but don’t make the timer, you’ll get a Keystone for a random dungeon that’s 1 level lower than the one you just used. If you don’t complete the dungeon at all, you’ll have a Keystone for the same dungeon that’s one level lower than the one you just used. I like the non-depleting keys because it hurts boosting a lot. What really sucks is the lower amount of loot. 3 items for a run in time, same as 1.5 chests now. Usually you can easily 2-3 chest on 10-12 even with subpar random groups, so loot is almost cut in half. Also you will not get the item lvl upgrades for 2nd and 3rd chest you get on lower keys now. And less chance for legendary as well. Then again if you want to kill boosting doing away with the 2nd and 3rd chest is necessary. Makes you wonder though why they needed more than half a year to realize that they do not like the boosting. | ||
Cyro
United Kingdom20163 Posts
other stuff maybe, sounds mostly cool I just got Jacin's gloves from the weekly chest again, that's 3 times since the loot chest became 905 Also just sent off a second set of Elite Strike missions within the same command center again, it's rly weird that we've able to do that only by doing them in a certain way and camping the start/end of the command center | ||
Gorsameth
Netherlands20766 Posts
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{ToT}ColmA
Japan3260 Posts
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