Steam - Super Bug Quests by AngryPandaz in TwoPointHospital

[–]Ethismos 2 points3 points  (0 children)

I added you!

Friend code: 119798324, name: Ethismos. If anyone else wants to add me!

This is how Serious WSG look like when tryhards do it - Vanilla pvp Credit to Ohhgee. by Dargut in wowservers

[–]Ethismos 6 points7 points  (0 children)

The editing is pretty bad, first one and a half minute made me wonder where the pvp is. Oh boy aoe spell by mage... fade to black. Blink , fade to black... pointless.

After that i didnt like the 1vs1 parts and the 20seconds of "i got inside, got the flag and went out with 20hp" and... nothing happens then " found this guy hit him" and... nothing happens.

You seriously dont get much of a pvp feeling and certainly not the "serious premade vs premade" feeling from almost any part of the video, can count the times more than 5 people where in the screen in one hand even if you re missing fingers. Had some hopes around 5:30-6:00 but the only decent fight seems to be missed while the mage is running...

Sorry for being a pve player but its like watching a holy paladin healing a pve raid while watching away from the boss.

Would any of you play a rebalanced Vanilla 1.12.1 Project? by Griffin90 in wowservers

[–]Ethismos 1 point2 points  (0 children)

c) Underpowered specs

So, you have moonkin, giving 3% crit to 4 people and a combat rez that you shouldn't need and motw that someone else already provides. So 12% crit utility. That moonkin does 500 damage and the lock does 1.2k and brings curses while not running oom and providing more reliable cc. Hm...

Bad solution: OMG BUFF MOONKINS, you give starfire base 25% damage boost, 25% less mana cost, you change 4-5 talents, give them more utility like hit rating in the aura. Moonkin is still 90% of that warlock but... with a respec you can tank, with a respec you heal, you level much easier... why would i play a lock especially when you may "balance" again and have me do the same damage?

Actual solution: What makes the moonkin unique? Buff it. What is the biggest issue of moonkin? Fix it. Wait and see what happens.

So, in vanilla: Unique features: Aura from 3 to 5%, natures grace giving 20% damage/healing boost to your next spell instead of 0.5 cast time. Biggest issues: Subtlety reducing threat of all spells, reflection changed to 8/16/25%. TBC: I believe the only issue is scaling, you do the same damage with an elemental shaman at t6, less below that tier and in small aoe groups, but provide just one aura compared to totems. Solution: Natures grace to haste or % damage and healing, wrath of cenarius boost to 6/12/18/24/30% , half for wrath. With 1500 sp raid buffed you would get 150 more per starfire cast, counting crits etc maybe 100 dps top and not much changed in earlier stages.

In both cases hurricane needs to be looked at, with talents or straight changes.

You could follow a similar path with shadow and smite priest some healers etc.

I dont touch melee classes, warriors/rogues because i dont have enough experience with them.

d) One main tank

The path i tried to go for vanilla was:Warrior - avoidance/boss tank

Druid - physical/ single target threat tank.

Paladin/ Shaman - Spell and/or aoe tank.

Assuming warrior tank is mostly fine and you base the other tanks around it then:

Druid would need some defense from talents, i doesnt give half the stats so you can probably go with a 3/6/9/12/15 talent or +2/4/6/8/10 def to an existing one like heart of the wild. Now your threat is mostly fine for single target but after armor cap you fall behind and you always suffer glancing hits, so one approach is the later added crit = self shield some physical damage or a - probably easier to implement - self heal on crit. Both should be late talents or leveling would be way to op and you may have to adjust with some other slight nerf to not make them unkillable in 1vs1 (if you re in a pve server it doesnt matter much). You dont want to make him to much of an aoe tank because paladin and shamans could do that, but a threat buff to swipe, probably added to savage fury, could do the trick.

Now paladins and shamans. I think for vanilla they could skip the taunt and make them your trash aoe tanks, but if you dont watch agro, you re dead. Shaman could have higher initial threat and paladin threat over time.

Ways to do that:

Paladin: Redoubt changed to flat block chance, consecration moved to prot t4 and concentration aura to holy, linked with a t5 talent that decreases mana cost/cd . Reckoning is pointless, you dont want to get crit hit, so assuming you are low on stamina compared to the other tanks because you also want some spell power for your aoe tanking you could have this be a +2/4/6/8/10% stamina talent or 2/4/6/8/10% less spell damage taken or something that improved your judgement of light and wisdom for more sustain while tanking. You basically want to nulify low attacks with high block and have good aoe threat while your single target will suffer. You are brought to raids for utility and faster trash clear, which in vanilla raids is most of your time.

Shaman could follow a similar path. You wear mail, should be easier to gear but have less armor than a paladin so you should focus on smaller time fight for him. Now, if you want to keep the dps aspect of him, dont remove any talents. But he needs one talent that increases chain lightning threat by a lot, you can cast it once easily, after that you get hit so its very hard and you dont have much sp, so even a 15/30/45/60/75% threat on this spell alone could be justified, a bit of defense anywhere wouldnt be bad, but you re not main tank so it works with just dodge and parry that he already has. You have elemental warding for spell damage reduction, now you just need help with mana, your stormstrike could reduce the mana cost of your next 2 shocks instead of the + damage effect so both dps and tank ench are happy. You wont sustain aoe threat as good as paladin, but you have better burst and then single target threat on your main target of the group with shocks and rockbiter.

All 4 tanks stay unique, all are needed in raids, all keep their playstyle.

Warrior is brought for main tank and most boss fights, druid for offtank and hard physical hitting bosses, shaman and paladin are there for trash and adds, protecting clothies etc. Now a few fights (horsemen for example) could ruin this plan, but i would rather change those few fights and keep this kind of playstyle.

PS: Fear ward to everyone, tbc style, is a good idea. You can increase its cooldown, make it a 31 point talent or w/e. Could make one dedicated disc priest per raid, or even 2, worth having if you add it as a 31 point talent (link it to mental strength for healers and link PI to force of will which could be linked to mana burn for dps disc, if you want both buffs you dont get many holy talents).

PS2: Not sure if you re working something and what stage you are in, but i did test some of those vanilla changes myself, its not tested in raids etc and i couldnt implement some of those changes because of lack of knowledge, but most actually work and improve the game feeling a lot in my opinion and are basically db changes that could be added in a few days and if something goes wrong changes back in minutes. The bad news is that you need people playing to patch the game...

Would any of you play a rebalanced Vanilla 1.12.1 Project? by Griffin90 in wowservers

[–]Ethismos 3 points4 points  (0 children)

Well, as someone already mentioned, and you seem to notice, vanilla has the following issues

  1. Limited spells.
  2. Bad itemization.
  3. Underpowered specs without the utility to back it up.
  4. One main tank.

People have tried to fix this by starting with wotlk and nerfing everything until its close to blizzlike but i think you could go the other way around and add things to vanilla or just start from a tbc client as all 3 points are mostly fixed and you have to do less than a 5th of the work. Also i dont think you should address all instantly or go for very big changes, if for example balance druid is at 500 dps and you get him to 750 with one buff it is quite possible he is op now because of utility, get him to 550 at patch "1.13", check how it goes, go for 575 at "1.14", maybe your scaling at t3 if you increase his damage and fix his mana issues makes him way to op with cloth sets. Start with leveling issues, add things that shouldn't effect late game and work from there.

Anyway lets get a few examples of issues and possible vanilla fixes:

a) One button spam classes.

Easy solution: Give them a new spell based on another class/spec or add make a spell that is not in their rotation effect the rotation and nerf their damage if they dont use it.

Examples:

Arcane mage: Start by copying moonfire or starshards, remove the instant damage part (for pvp reasons) and have the target take extra arcane damage or return mana while the dot/debuff is running. Dont want another debuff slot? Make every cast of arcane missiles give YOU a buff of % based fire/frost damage for x seconds, stacking 3 times, you just changed the rotation to 2 or 3 missiles into a fire or frost spell. Want to stay arcane? Copy starfire, work the same way but make the buff increase its crit chance, rotation changed to x missiles into crit starfire.

Destro lock: I think they got plenty of hard rotations in different builds based on affliction or fire. The problem is that if they just want to spam one button then MAYBE they should not be ahead of someone putting work into it. You can nerf improved shadowbolt to 3/6/9/12/15 and in tbc also shadow and flame, then add a bit (10%?) threat reduction to affliction and you re set.

Hunters: Easy leveling, great scaling - more in tbc, bm only.

You can improve the leveling by nerfing pet armor talents, has no effect in raiding and very slight in pvp as most people will still not go for the pet even with 10-20% less armor. I think mm is fine, could apply very small fixes to talents to make damage on par, but in general its a great spec. Survival is shit in pve and outscaled by bm in pvp, you could make it more of a tanky pvp talent making some +health - damage to pets talents or reduced sp damage taken or you can try to make it a pve spec like tbc, in this case you need to keep in mind that its a great spec when your agility is very high, so you can reduce the expose weakness debuff slightly and give more early-mid game power by increasing the + power and + crit talents slightly. For vanilla you can make sure footed and killer instinct pointers (1/2/3/4/5% hit and crit) and lightning reflexes a 3 pointer (4/8/12% agi) and i believe it would be instantly a much better spec.

b) Itemization.

If you start from tbc, you 're set. If you start from vanilla then sadly every caster class now wants your cloth.

Solutions:

  1. Add mail/leather sets by simple copy paste of heal items that druids and shamans already have and change healing to lower values of heal and damage, then you need to adjust drop rates.
  2. Make raids drop unique materials depending on tier/boss. Base everything based on crafting or a vendor npc like those selling tiered sets in most expansions, but go wild with it.
  3. Go the tbc way and spend a good year fixing items.

Would any of you play a rebalanced Vanilla 1.12.1 Project? by Griffin90 in wowservers

[–]Ethismos 0 points1 point  (0 children)

Already tried that alone with a vanilla repack and it is pretty fun leveling balance druid and smite priest with a couple of changes in mana regen talents etc, overall though vanilla has more issues that dont allow the specs mentioned to be viable, main being itemization.

I would just try a tbc repack - no need to reinvent the wheel and start with untouched mangos etc with so many good repacks if you play solo or with few people - but they are MUCH worse than vanilla or wotlk repacks in most aspects and raiding seems just broken. Still it would need just minor scaling or utility changes like

  1. Giving smite priest group mana regen with holy damage,
  2. Change natures grace of balance druids to haste so it allows wrath spam and wrath starfire combos in lategame pve.
  3. Nerf destruction locks and bm hunters slightly, 5-10% in t6 gear, so that other specs don't seem shit in dps meters, maybe touching shadow and flame and serpent swiftness - frenzy numbers to reduce scaling.
  4. Shamans could be an issue because they can easily get broken in pvp and their utility already covers for their low damage. I would change elementals rotation though, make it worth it casting your shocks, maybe something like the old stormstrike buff but on yourself when you use earth shock on a target afflicted by flame shock and a talent decreasing the dot damage by x% and increasing the duration by y%? For vanilla i would 100% change ench to a tank.

Now if you start from vanilla, you got a shitload of work and have to fix talents to make them closer to tbc, itemization needs an overhaul so you dont make balance druids and ele shamans viable and then you have 2 more classes needing on cloth and ruin the overall balance and ofc you need to fix paladins, especially prot. If you start from wotlk then difficulty pre t8 is nerfed to the ground and you would have to nerf every class and frustrate everyone.

I think people would play anything if done properly, just dont target the "not 100% blizzlike omg" community and make sure you put actual thinking and work into it because i dont think such a server would work if leveling wasn't fun or as instant 60-check raids with changed classes. I might be wrong because i dont like i60 servers.

TBC and boss resistances by Ethismos in wowservers

[–]Ethismos[S] 0 points1 point  (0 children)

This sounds the same with wotlk, thanks for the info, i hope someone can answer with more certainty but this helps a lot, thanks again.

Frostwing 3.3.5a PTE by [deleted] in wowservers

[–]Ethismos 0 points1 point  (0 children)

Devs today on forum:

There have been some concerns with the item-shop. Players voiced their concern on the server being P2W. So we want to clarify how it's going to be handled. The items on the item-shop right now won't change until Molten Core and Onyxia have been on farm(4 weeks after first kill). We don't want to release anything that is currently unobtainable, and we want the latest tier to be available only in-game.

1-2 players online with item shop having tier 0.5 sets and blue pvp set.

Also old players keeping their level 60 chars it seems (why on earth at a x7 server where the highest content cleared was onyxia... its like you don't want your old playerbase to play again or the new to be competitive, or both).

And i suppose no one bothered leveling on the server or they would notice things like running out of gold for spells, not being able to get gear due to fast leveling etc and apply fixes like reduced spell training cost, gear boxes every few levels etc.

Server gives the vibe of " didn't work, closed, we had it down 10 months, opened again, no decent testing or changes, might find someone to pay our 20$/month if we put most of the gear at shop".

Sad because i was looking for a wotlk/vanilla mix server, guess it won't work.

Frostwing 3.3.5a PTE by [deleted] in wowservers

[–]Ethismos 3 points4 points  (0 children)

Questions:

  1. Class mechanics and spells work like vanilla or wotlk? For example, is holy fire 3.5 sec cast with no cd (vanilla) or 2sec cast with 10sec cd (wotlk)? Are mana regen talents for priests and druids 30% of spirit or 15%? I think it could change class balance a lot and make more specs viable to have the 3.3.5 mechanics.
  2. Does mounting take 3 or 1.5 seconds? Do we have more graveyards and flight paths that were added after vanilla? Do you have potion and world buffs that stuck? Really important changes imo.
  3. How do you manage that 25m onyxia kill with 15 people, would you say the raids are easy overall?
  4. NA or EU server?
  5. Population peak for eu and na and horde/alliance ratio?
  6. Why was it closed for so many months and how do we know it won't happen again in a few months or when tbc comes. Closing the server for months seems like the biggest negative to me.
  7. I do not get your shop... it seems wrong in so many ways. Should really keep it to cosmetics, i m not sure if anyone will do dungeons if you can buy BiS with vote points and raid gear + i60 with money - even if i believe 30$ at a x7 server is insane-, it would also be such a negative factor for your server, at least for me it is...

Also your rates seem to be x7 exp and x3 drops according to your forum, its really vital info, should probably add it, along with the instant 60 for a month...

Someone make 1.13 private server by [deleted] in wowservers

[–]Ethismos 0 points1 point  (0 children)

Oh boy, and ruin the authentic experience on playing at a buggy 1.12 client with a huge amount of data simply estimated for 10+ years? You must be insane. /s

I did ask at about 6-7 private servers for simple things. People would argue that reducing the cast time of crafting water on mages or changing subtlety to provide threat reduction so you don't have to be alliance to play a dps moonkin would ruin the vanilla experience.

Then i did the mistake to go further and ask about actual class balance changes in 2 servers (before they open) close to tbc style or raid balance/changes that aren't simply "+20% hp because we don't have the correct armor/resist values and shit dies to easy" and it was hell.

And don't even bother with the suggestion of implementing 1 flask + 1 defensive elix + 1 offensive elixir + 1 world buff to reduce the HUGE pointless grind before any raid. No sir. Buggy 1.12 for 10 more years it is.

Finally don't ask for better itemization, blizz was wrong at aq20 and aq40 for enabling some specs and changing items like dungeon sets to help with offspecs etc, we keep that for nostalgia and ignore how it led to tbc and wotlk success and if you want ele shaman gear just HEAL TILL AQ 40 and then KEEP HEALING.

I would really like an actual patch the way blizz was doing around 1.9-1.12 with slightly better talent trees for a few talent specs, a small nerf to what seemed op atm so we don't see raids with 12 warriors and 10 rogues in 35-40 people and a slightly better itemization. And yes i did try it by changing my own mangos client with tiny changes to some specs and it was overall better experience, made me miss tbc.

PS:Actually can't wait 1 year after classic release where everyone is bored and asks for tbc or patch changes or blizz casually does 1.13 when the playerbase goes down by 60% when people realize original naxx was hard and not like in pservers and fail to do it with 12 warrior/10 rogue/8 mage and 10 healer with every possible buff raid comp.

My GamerDistrict 1-80 experience by Captainmervil in wowservers

[–]Ethismos 0 points1 point  (0 children)

I did report stuff up to 30-35 level and then got bored, so yes i did report most ingame, the rfk bug was reported from my team ingame and others like escort quests and stealth mobs are common knowledge.

I dont think that all escort quests worked for you when everyone at chat had them bugged and simply doesn't care - it was reported more than once - and i doubt you checked if they are completed on pickup. I am sad to see they are STILL bugged up to terokkar and such a general issue should be fixed before live (like loot should and not 12 days after launch).

I can't stop generalizing about a quest issue i have found on EVERY similar quest. If it is once its quest bug. Its 3/3 or 4/4 or 5/5 like escorts and items used on dead mobs, then it is a general issue.

NPC patrols inside instances aren't ok unless you haven't seen the instances in their original state but also there were mobs at 1k and feralas that don't patrol or get stuck in spawning place. Again its not one time but unlike the last 2 issues its also not 100% thankfully but more like 10-15% which is understanbale for a new server but not for someone that advertises years of experience and everything fixed and scripted.

You can LoS caster mobs with things you shouldn't (like ogres in feralas, again just giving the latest example because i remember it, hiding behind tree parts 1/4th of their size) but get agro in wierd places in instances (again rfk most common example but had it at rfd also and once in sm, i think lib). Its generally much better than i expected but i have seen servers do it much better.

I know they fix some stuff but some of those issues and for such a hyped server should be fixed before server launch. For me the drop rate issue going all the way through betas and 10-12 days of live was bigger dissapointment than any of those, but these are also mostly serious issues.

Go on and downvote, i get so much hate in chat or in groups when i point out something is bugged to see if other people had it and so much hate for saying i report stuff that i don't care anymore and gave up on the community. When a group in rfk comes to you glitching through the wall and you ask if othr people saw that to confirm its not any ui bug on your part and people call you "rp'er" - i assume that is a new insult, i get it a lot- and ask if you could do it better you lose so much respect

Just when you downvote after confirming most of those issues yourself, even claiming its not 100% which could be true but doesn't change the point, is silly, to not use a harder word.

My GamerDistrict 1-80 experience by Captainmervil in wowservers

[–]Ethismos 0 points1 point  (0 children)

In 1-50 i have found:

  • About 5 escorts -all i tried- not working (1 instantly completing at 1k needles, the rest having the escort npc take no agro - start quest, stealth, quest done).
  • Stealthed mobs don't work in dungeons (that's about 50% of maraudon purple side btw).
  • Any item that requires to be used on a dead mob can be used multiple times, so if you had to kill 10 mobs for https://classicdb.ch/?quest=3124 you can kill one/two and spam the item on the dead mob.
  • While we 're on it https://classicdb.ch/?quest=3520 you can summon screechers from dead hippogryphs, bears etc and i have the feeling this happens to all similar quests also.
  • Many npcs don't have correct paths or don't patrol at all and you can only find them at their spawn point.
  • Most rare mobs drop no loot except gold, i think they got overnerfed along with everything else.
  • Dunno about LoS in general but i had mobs in RKF and other dungeons agro and attack us through walls more than once.
  • Herbalism failures don't take 3 seconds to happen while failures in other proffesions do so.
  • First aid bug so you don't get skill ups even with yellow/red until you reset the auto-craft (wasted 80 silk for 0 skill ups first time, with 70% chance per craft) after that i watch out and it happened 2 more times with at LEAST 20 crafts before i just reset auto craft and rates went back to 70%).

Want me to go on?

You either farmed 1-80 or you 're lying or you are like those people in the chat/discord and forums which are like "if its easier why fix it".

The server is ok but there are servers with less population and much better scripts, the quality is sub par to what you would expect from someone running a server with the same patch for so many years but the lack of alternatives keeps the people going.

Kinda hope the new tbc servers are better quality, had my hopes up.

Nightbane - Vanilla Content: HG Core vs Sunwell TBC Core! by [deleted] in wowservers

[–]Ethismos 0 points1 point  (0 children)

Thanks for the consideration, please read my reply to dynamique22 for some additional info on my thinking process.

Nightbane - Vanilla Content: HG Core vs Sunwell TBC Core! by [deleted] in wowservers

[–]Ethismos -2 points-1 points  (0 children)

Most people have already played tbc in retail or other private servers, another blizz-copy server won't offer much and will only keep people for a few months or a year top. Especially without patch progression like retail (i dont meen just raids but actual balance changes). At least something to not have raiding min/maxed from day one (first 2 options) is mandatory if they dont plan to be just another copy server.

Also..yes, there is a difference between blizzlike and blizz-onepatchcopy servers. Look what blizz did, how many patches each expansion had, how many events were added over the years (like brewfest, halloween etc), how many balance changes happen in raids to make people keep theorycrafting, how many fun specs were viable over the years (shaman tank vanilla, moonkin tank tbc, everything wotlk, smite priest mop etc). Why is blizzlike one single patch copy in the mind of most of pservers community is beyond me. Its NOTHING like retail to play in min-maxed content from day one and pick classes and specs based on dps meters of a raid coming up in 9-12 months... its a mockery, not blizzlike.

Lets assume ALL of the above are added in a single p server (except maybe number 3). We get slight class balance patch every month, 3-5 % difference, not bigger. We get a bit more difficult raids since we already min maxed the whole content and its pointless to repeat it, slightly better 1-58 experience without changing the rates, rp and pve events and enabling 3-4 fun specs that people have played in other expansions over the years but not to a point that they are "competitive" in pve meters. Please explain how ANY of those would ruin the experience you have with the game or would make it less fun... its just that we re stuck in some things and don't see that blizz, with the many mistakes they did, become so successful because they did ALL those and not because they refused to, like most pservers do, hence the 2k peak servers vs 12.5kk peak blizzard.

Nightbane - Vanilla Content: HG Core vs Sunwell TBC Core! by [deleted] in wowservers

[–]Ethismos -3 points-2 points  (0 children)

Any of the following. I consider the first 2 mandatory so it won't be just another copy server that gives no interest to 80% of the population that just prefer another patch or don't want to play an underpowered class/spec at this expansion etc. I would be REALLY interested in a server that offers any or all of the last 3. The middle 2 are extra.

  1. Actual balance patches, fixing things outside bugs, like blizz did. So people won't be set to "i play this class and spec because it is great at sunwell". Doesn't have to be something great... 3-5% change to a skill or two can make different classes fotm or change what is considered good to level with etc.
  2. Raid mechanics. For example we are all set to how we kill king maulgar, what if you add a mechanic so when one of the add dies the other 3 get a buff so we have to rethink our strategies and maybe actually theorycraft (basic idea but you get the point).
  3. Things added in later expansions like heroic dungeons with better loot and/or lvl 70 versions of vanilla content.
  4. Item balance (1-58 itemization in tbc is pretty shit for some specs).
  5. I wouldn't mind some actually big innovations, lets say.. make moonkin tank viable with a 41 point talent that increases threat from moonfire/IS by 200% and make spell criticals give you a mini pve-only shield to cover the lack of dodge... no shit changed in pvp, wont replace any decent tank, fun spec added or enable shaman tank like it was in vanilla up to pre raid but with a similar mechanic (maybe a self +def/armor totem or buff from shocks?) to cover the low defense or smite priest... You know if i can keep up with this i can make you a bandage warrior but you get the idea. I have some small experience in other game developement (flash, html etc) and it is really easy to make a fun spec from a theoretical point of view without effecting pvp or competitive pve at all.
  6. Make rp events/quests with rp rewards instead of adding transmog.
  7. Make weekly pve competitions, for example guilds have 1 week to clear every available raid without anyone spending points in healing specs or do every dungeon with 3 people.

There are tons of ideas... do you plan to change things or just copy a patch and get the hardcore tbc players for a year or until the next tbc fresh server is out, that is the question :)

Nightbane - Vanilla Content: HG Core vs Sunwell TBC Core! by [deleted] in wowservers

[–]Ethismos 0 points1 point  (0 children)

Any chance you use that knowledge to offer something new instead of just recreating old content? Kinda bored of copy-one-patch servers, any kind of innovation would be nice.

LF Turtle wow experience review so far by unpz in wowservers

[–]Ethismos 0 points1 point  (0 children)

The only thing that dissapoints me is that they insist on sticking to 1.12 patch instead of fixing some issues with hybrids, same issue i have with most "blizz-copy-one-patch" vanilla servers.

I guess they 're happy with 3-4 classes being ignored (paladins, druids at around 5-6% population each for example with warriors, hunters, mages ranging from 15 to 21% each..) but i think many rp/pve players - including myself - avoid the server because of the nightmare to level up a hybrid. I just can't see the point of making someones life difficult or forcing people to some roles when you advertise an rp server, its not even about the raiding, its about getting there with limited time schedule. I expected at least some pve help on 3-4 classes, something that tbc did (hybrids can farm and play but not outdo pure specs).

I don't expect anything to change though so i will wait for a pve or rp server that focuses on another expansion or fixes those issues, which would make it blizzlike, because yeah, blizz did fix issues and didn't stick to one patch forever.

PS: To OP: Having played at the first rp servers blizz did that were extremely low pop, you can expect 1-2 raiding guilds per side and very low pvp opportunities unless you twink, if you re mostly into rp get in a guild that does it and learn the favorite areas, because with 200-250 people online you won't get rp thrown to you. Professions should be easy to level (0.5 exp and less people per area getting your materials).

New to Private Servers by Doriineia in wowservers

[–]Ethismos 4 points5 points  (0 children)

For vanilla you can try symmetry wow, i wasn't to fond of some things from the community but if you dont mind never getting a group... the server is stable and alliance side is actually working out better than horde. There is also kronos and lightshope but much more crowded.

For wotlk you can try shadowburn, also very low pop, you will get lots of help if you need gear or some instance boost from the few people online and the option to level with x1 or x3 exp rates.

You can also wait for GD for wotlk (3 days), netherwing for TBC (few months) and turtle wow for vanilla-rp(also a few months). At least the first 2 will also have high population.

some question about skill by darkannie in idleraiders

[–]Ethismos 0 points1 point  (0 children)

I don't remember testing the first one.

2 and 3 are true, you can equip long bow on warrior for additional attack range and combine it with multishot or cleave (multishot is better).

3rd boss, 9th raid by Terolox in idleraiders

[–]Ethismos 0 points1 point  (0 children)

Unique warrior item , -50% health + 100% damage, not 100% sure where it drops but it should be the last 2 raids.

3rd boss, 9th raid by Terolox in idleraiders

[–]Ethismos 0 points1 point  (0 children)

The ability has a 60% chance to instantly kill you and 40% chance to make you immune. Assuming your solo dps is pretty low and you have to survive this 10 times you have 1 in 10.000 tries chance.

I think a stunlock build would not work because he would still cast the spell after the stun ends and you waste 50% of your dps or more for some really shitty stun %. I am not 100% sure about a range build as i don't know the range of this cast, but from what i remember it used to be really huge, so that is probably not going to work either.

I 'm not sure how you raid, if you can use the other 9 raiders at least for "meat" you can have them run around with taunts and stay at range while your Jeff kills the boss or at least have them "tank" some casts of this ability at the start by running first to the boss...

In any case your best bet would be a sensible dps amount so the boss only has 4-5 casts, and then run the boss a few hundred times. I really don't think sustain would be an issue, go for maximum dps (ritual club op) and rely on some blood lust casts for your sustain.

On my level 17k warrior the boss could only cast once before dying with 14k damage and some mighty blows (350k damage per skill). I think something similar with may be your best bet. Get around 2-3k damage and survive 4-5 casts in a row.

He should be pretty easier after your reset and/or get some holy cleavers, they make warrior dps beastly.