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Old 11-26-2009, 02:18 PM  
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Default Raid MOB DOT changes

From the update notes on Nov 5th:

"Most TSO raid creatures no longer use hostile class specific spells that have a duration longer than 1 sec. This will make curing these encounters somewhat less complicated. "

Now I understand what it is saying but anyone got any experience of what it actually means to raid encounters? I mean remove the dot length on some of the fights and they are gonna be so much easier.
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Old 11-26-2009, 02:57 PM  
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Default Re: Raid MOB DOT changes

Uhm, most raid aes that are dots aren't class specific spells. All it is changing is that anytime a mob casts a spell that a normal class has, it won't be a spell with a longer than 1s duration. Thus you won't have extra stacks of crap that does no damage to cure to get to the debuffs that matter.
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Old 11-26-2009, 06:27 PM  
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Default Re: Raid MOB DOT changes

This thread gives me a really odd feeling of deja-vu
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Old 11-26-2009, 06:59 PM  
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Default Re: Raid MOB DOT changes

Most people didnt notice a change since it was a laughable change to begin with
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Old 11-28-2009, 07:00 AM  
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Default Re: Raid MOB DOT changes

cmon.. 1st you're bitching about healer burnout because of too much to cure
then they actually listen and make changes
now you're bitching that the changes aren't noticeable
and if they'd removed most det effects you'd be bitching about the encounters being nerfed and too easy
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Old 11-28-2009, 12:51 PM  
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Default Re: Raid MOB DOT changes

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cmon.. 1st you're bitching about healer burnout because of too much to cure
then they actually listen and make changes
Did you notice any change? No? BECAUSE THE FUCKING CHANGE IS NOT NOTICABLE

ffs.
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Old 11-28-2009, 03:13 PM  
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Default Re: Raid MOB DOT changes

So just to clarify..this is on Test and not made it to Live yet...As I understand it, it will go in with gu 54.

So you mean to tell me you have a full competant raiding force on Test server that has killed the more cure intensive encounters since this note hit test and there is no noticable difference? I only ask because I too was a little curious how this change would effect TSO raiding and healer bitchery about cures.

If ya all think this is already live...well if it is then I missed a memo.
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Old 11-28-2009, 03:51 PM  
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Default Re: Raid MOB DOT changes

Quote:
Originally Posted by Niteshadepromise View Post
So just to clarify..this is on Test and not made it to Live yet...As I understand it, it will go in with gu 54.

So you mean to tell me you have a full competant raiding force on Test server that has killed the more cure intensive encounters since this note hit test and there is no noticable difference? I only ask because I too was a little curious how this change would effect TSO raiding and healer bitchery about cures.

If ya all think this is already live...well if it is then I missed a memo.
Do you not understand simple game mechanics? Have you EVER noticed how often a raid mob actually uses spells that players have? If you haven't, then maybe you should go and look at how often they get used, and notice how they get used once every blue moon or so. Thus, this change isn't going to do bupkis.
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Old 11-28-2009, 04:05 PM  
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Default Re: Raid MOB DOT changes

They make all the mobs brawlers anyway just to piss us off.
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Old 11-28-2009, 04:58 PM  
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Default Re: Raid MOB DOT changes

the only place i know where this change has any effect should be ToMC iirc. the trash in there tries to cast some SK poison AOE that ticks for approx. 0 damage. and thats about it... really this is much more of a non-change
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