What monster family do you hate most?

Dementist

Well-Known Member
#51
In vanilla, BC, and LK, I still haven't found anything more annoying than those freaking worms down in Silithus.

Say what you will about clusterfucks of murlocs, dragons that are resistant to everything, and flying mobs that attack from ranged.

Nothing, absolutely nothing is more annoying than mobs that charge, auto-stun you off your mount, and knock you flying for 20+ yards on top of that. When traveling through Silithus, you would go out of your way to avoid these mobs, even if that meant agroing everything else in the zone.

That's right. I would rather risk running through packs of humanoid casters/melee and gangs of poison-spitting spiders than go near even one of those damned worms.
 

akun50

Well-Known Member
#52
Gah, that just reminded me of one of the three abilities enemies have that I despise most as a player: Random Charge.

If the fucking Tank has Aggro, there's NO REASON the enemy should be able to run THROUGH HIM, knock the healer down and interupt their spell, then lightly jog BACK to the tank. >_<


Second ability I hate is Druid's Slumber. I haven't really seen it used much outside of Wailing Caverns (which I ran a new Dranei Hunter through last night on the Random Dungeon feature), but I've been playing hard-hitting combos with a lot of spell interrupts when it comes to taking on casters, but when you're only level appropriate, and it seems to be an AoE AND lasts 15 seconds.... :flameon:

Anyway when I don't have all my tasty spell interrupts, the fuckers have a tendency is focus their spells on either the tank or the healer, so if it works, shit gets chaotic.


Third is the invulnerability spells. I have no problem with a BOSS having them. I have no problems with Player Characters like Paladins, Mages or Priests having means of rendered themselves temporarily invulnerable.

But non-Boss/non-PC enemies having them? :no:

I encountered the worst version in Utgarde Keep, when said non-boss/non-PC enemy (Dragonflayer Runecasters are the ones with the spell, if you were wondering, and you can either deal 50K to 100K+ damage to bring said shield down or wait for it to wear off) manages to not only cast the spell on themselves, THEY PROCEED TO SPAM THE SPELL ONTO ALLIES. :headbanger:

For a group that lacks a Priest with Dispel Magic, such enemies are a fucking nightmare, and it's why I tend to constantly interrupt them.
 
#53
Night Elves. Goddamned hippies.

After those, Worgen. FUCK YOU, SON OF ARUGAL.
 

Solarman

Well-Known Member
#54
akun50 said:
Gah, that just reminded me of one of the three abilities enemies have that I despise most as a player: Random Charge.

If the fucking Tank has Aggro, there's NO REASON the enemy should be able to run THROUGH HIM, knock the healer down and interupt their spell, then lightly jog BACK to the tank. >_<


Second ability I hate is Druid's Slumber.? I haven't really seen it used much outside of Wailing Caverns (which I ran a new Dranei Hunter through last night on the Random Dungeon feature), but I've been playing hard-hitting combos with a lot of spell interrupts when it comes to taking on casters, but when you're only level appropriate, and it seems to be an AoE AND lasts 15 seconds.... :flameon:

Anyway when I don't have all my tasty spell interrupts, the fuckers have a tendency is focus their spells on either the tank or the healer, so if it works, shit gets chaotic.


Third is the invulnerability spells.? I have no problem with a BOSS having them.? I have no problems with Player Characters like Paladins, Mages or Priests having means of rendered themselves temporarily invulnerable.

But non-Boss/non-PC enemies having them?? :no:

I encountered the worst version in Utgarde Keep, when said non-boss/non-PC enemy (Dragonflayer Runecasters are the ones with the spell, if you were wondering, and you can either deal 50K to 100K+ damage to bring said shield down or wait for it to wear off) manages to not only cast the spell on themselves, THEY PROCEED TO SPAM THE SPELL ONTO ALLIES. :headbanger:

For a group that lacks a Priest with Dispel Magic, such enemies are a fucking nightmare, and it's why I tend to constantly interrupt them.
Pfft. Iff'n your tank can't handle a few hits before you come out of that interrupt off the charge, he's a crap tank. If you're really that afraid, have your healer stand within... I think minimum charge distance is 8 yards.

If your tank is taking Druid's Slumber, I have no idea what he's doing wrong, or if he's even doing anything wrong. To my knowledge, it's not supposed to hit tanks. It also doesn't exist anywhere but those druids.

And the Runecasters? Kek. They don't cast it fast enough to save themselves or their targets if you focus, which is what you should be doing anyway. Also, Shamans can purge it off, Warriors can use their shieldbreaking moves, Mages can spellsteal it. Mages should be spellstealing any buff they come across.
 

akun50

Well-Known Member
#55
Solarman said:
Pfft.? Iff'n your tank can't handle a few hits before you come out of that interrupt off the charge, he's a crap tank.? If you're really that afraid, have your healer stand within... I think minimum charge distance is 8 yards.

If your tank is taking Druid's Slumber, I have no idea what he's doing wrong, or if he's even doing anything wrong.? To my knowledge, it's not supposed to hit tanks.? It also doesn't exist anywhere but those druids.

And the Runecasters?? Kek.? They don't cast it fast enough to save themselves or their targets if you focus, which is what you should be doing anyway.? Also, Shamans can purge it off, Warriors can use their shieldbreaking moves, Mages can spellsteal it.? Mages should be spellstealing any buff they come across.
You do have some good points.

However, the enemies with Random Charge are rarely in groups of less than 3, I KNOW it's not 8 yards since I've had it happen on my priestess when she was at maximum healing distance from the tank and STILL got Random Charged four or five times in Stratholme, and I've seen fucking BIRDS with it. (Damn Auchindoun >_<)

And it's not that the tank can't survive, it just pisses me off to have enemies show NO signs of threat or aggroing away suddenly dash away and interupt our spellcasters.

As for the Druids, THANK THE PROGRAMMERS no other Druids have that ability. And I don't think the tank is doing anything wrong, other than the fact that he wasn't using his AoE aggroing ability (Dragon Stomp, I think?) nearly enough.

With the Runecasters, I think the few times we had a Mage, he didn't use spellsteal. Ever. So, maybe they didn't know they could, or never bothered because of the limited time (it only lasts 10-30 seconds, if memory serves, I think depending on which version is cast, but both have the same cast time).

Sure, the Njord Protection doesn't last long, but enemies that take far longer than they should simply due to something like said invulnerability tend to tick me off. Especially if there's TWO Runecasters, as there are in two occasions during the instance, and BOTH have a solid chance to get off that spell.
 

mgsaintz

Well-Known Member
#56
It isn't so much as not bothering to spellsteal but what they're focusing at, when mages dps they sometimes don't have time to target another target just to steal a buff and it's often better to take down the one that isn't buffed and spellsteal when we focus our attention to them. I set a macro to assist the tank so what ever the tank is hitting I target, so often enough I ignore the rune protection until the tank gets around to targeting that add.

I understand how you feel for the charging monsters my least favorite is the Unrelenting Constructs from Halls of Stone. I could try getting close enough to avoid the charge but I risk getting hit by their Short Circuit.
 

Solarman

Well-Known Member
#57
mgsaintz said:
It isn't so much as not bothering to spellsteal but what they're focusing at, when mages dps they sometimes don't have time to target another target just to steal a buff and it's often better to take down the one that isn't buffed and spellsteal when we focus our attention to them.? I set a macro to assist the tank so what ever the tank is hitting I target, so often enough I ignore the rune protection until the tank gets around to targeting that add.
Rune of Protection usually goes to whatever's taking damage anyway. If you're aoeing the group, then yeah, it's unpredictable, but otherwise, the runecasters will try to save either themselves or the guy being beat on. I always target the Runecasters first, anyway.

I realize that mages don't like being relegated to purge roles, having played one as my main for two years, but ya know what? When there's nothing else available to drag annoying buffs off of stuff, YOU'RE IT. If there's not a priest who can Mass Dispel or dispel or a shaman purging, I'm going to spellsteal it. Even IF they're available, it's sometimes worth the expenditure of some GCDs (Jarraxus, Faction Champs (Bloodlust and Heroism stack, you know), the buffs on the flayers in the nature wing of Nexus) to take that buff for yourself. Your DPS means nothing if shit won't die because shields stay on, or if the tank takes too much damage because a magic buff doesn't come off.
 

Dementist

Well-Known Member
#58
akun50 said:
Solarman said:
Pfft.á Iff'n your tank can't handle a few hits before you come out of that interrupt off the charge, he's a crap tank.á If you're really that afraid, have your healer stand within... I think minimum charge distance is 8 yards.
You do have some good points.

However, the enemies with Random Charge are rarely in groups of less than 3, I KNOW it's not 8 yards since I've had it happen on my priestess when she was at maximum healing distance from the tank and STILL got Random Charged four or five times in Stratholme, and I've seen fucking BIRDS with it. (Damn Auchindoun >_<)

And it's not that the tank can't survive, it just pisses me off to have enemies show NO signs of threat or aggroing away suddenly dash away and interrupt our spellcasters.
They have a minimum range, not maximum. You can stand 80 yards away and they'll still hit you. What Solar means is that they won't charge if you're inside 8 yards. Just stand right at their backs and you'll be inside charge range and away from cleaves.

If the Rune of Protection is seriously an issue, then your dps is fail on two levels. Even if you don't have any shamans, mages, hunters, or priests, practically every class has an interrupt. The spell has a cast time, and it's their responsibility to take care of it. And if you're doing so little damage that the shield actually runs out before damage takes it off, I'm amazed that you'd be able to down the last boss of that instance before his debuff stacks high enough to one-shot the group.
 

akun50

Well-Known Member
#59
Dementist said:
They have a minimum range, not maximum. You can stand 80 yards away and they'll still hit you. What Solar means is that they won't charge if you're inside 8 yards. Just stand right at their backs and you'll be inside charge range and away from cleaves.

If the Rune of Protection is seriously an issue, then your dps is fail on two levels. Even if you don't have any shamans, mages, hunters, or priests, practically every class has an interrupt. The spell has a cast time, and it's their responsibility to take care of it. And if you're doing so little damage that the shield actually runs out before damage takes it off, I'm amazed that you'd be able to down the last boss of that instance before his debuff stacks high enough to one-shot the group.
Ah, MINIMUM range. I thought he said MAXIMUM range. That would certain explain things.


The Random Dungeon feature is Random.

The only two people I KNOW will be accompanying me in every instance are two friends of mine, one of whom plays a Death Knight like me, and another who plays a Druid. Druid is heals, I'm tank, and other DK is DPS, and we sign up as a group. That way, we're more likely to get a group fast, since just about everyone wants to DPS instead of Tank.

We skype to keep our response time to each other's plights rather quick.

We deliberately picked Utgarde because we wanted to level and were undergeared morons.

Well, not the druid, he was warning us from the getgo that we were pretty undergeared for Utgarde, and he raids a lot, so he knew what we were getting ourselves into. I was still pumped from doing Auchindoun at the minimum level and doing it fairly well (only wiped a few times because of mind controllers and the fact that we didn't know there were mind controllers), so one of my friends and I figured the first instance in Northrend wouldn't be too horrible. :no: :headbanger:

But all things considered, with the exception of the last boss being literally impossible for us to beat with our level and gear (since he has an ability in either form that has a damage cap higher than my HP), we ran most of it with considerably fewer wipes than I eventually came to expect (mostly because retard mage kept running ahead <_< ).
 
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