View Full Version : Major problem with Cry of the Ancients Debuff
Paganst
11-26-2005, 12:18 AM
<DIV>I think I have found a major bug with this spell and hope someone can verify this. </DIV> <DIV> </DIV> <DIV>I was down in Vermin Snye hunting some mobs and would notice that part way through the battle they would heal themselves almost fully (from about 50%)</DIV> <DIV> </DIV> <DIV>Since these mobs were grey I pulled all buffs, armor and weapons off to make sure nothing else might be causing it. I would beat them down till their hit point meter read yellow and then would cast "Cry of the Ancients (adept I)" on them and sure enough they would pop right back up to full health.</DIV> <DIV> </DIV> <DIV>The combat log does show I invoke the Cry of the Ancients and the mob "appears enervated" but it does not specificly say it was healed. At that same moment the mob does go back to full health though.</DIV> <DIV> </DIV> <DIV>If anyone else can test this out please and post your findings here.</DIV> <DIV> </DIV> <DIV>I have already sent in a /bug report but wanted to cover all the bases.</DIV> <DIV> </DIV> <DIV>Ghortomak Mystic lvl 28</DIV>
Paganst
11-26-2005, 12:43 AM
never mind on the above post it was described to me that as it debuffs the stmaina and the max health of the mob drops the percentage guage jups up (in the mobs case I was mighting back to 100%) . So apparently it is working as intended but the percentage bar can be a bit disconcerting to those new to the class.
ctrcivic
11-26-2005, 01:41 AM
<div></div>Hehe......I remember that day too....I thought the same thing, but someone explained it to me. Glad you got it solved. Just wanted to let you know that you weren't the only one <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> <div></div><p>Message Edited by ctrcivic on <span class=date_text>11-25-2005</span> <span class=time_text>12:42 PM</span>
Nacire
11-26-2005, 12:13 PM
Now that you know what it does you can use it the right way and pull with it. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> BAM huge hit on their hp pools with first cast. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Once it's landed long as ya do at least one point of damage when it fades and their max hp goes back up their current hp doesn't so you see a huge drop in health when it expires long as they ain't dead already. Our stamina drains are our biggest nukes basically, but only if we apply them before the mob's taken damage. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
Blackwolf
11-26-2005, 11:40 PM
I get grief all the time in groups for pulling because I want to get the sta debuff in before damage is done. I just tell em to be better and getting the agro. One of the things about being a mystic I like is I can take more hits than my fury friends so I almost always live long enough for the fighters to regain control. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> <div></div>
Mystiq
11-27-2005, 12:09 AM
<DIV>As long as you have decently upgraded gear and spells, and aren't trying to kill orange mobs, I don't see why Mystics can't be puller for their group :smileyhappy:. I did it in Clefts of Rujark in the room with the war maps in it (awesome exp spot and lots of mobs). You certainly can take a few hits till the tank gains aggro, but if not Accordant Spirits is a great buffer. It's a great way to ensure you land at least one if not both sta debuffs on the mobs you'll be killing.</DIV>
Tylee
11-27-2005, 12:55 AM
<P>I use this spell line to pull mobs all the time, in groups or solo. Once you pull, your tank can take the agro quickly in most situations. I LOVE this debuff. LOVE IT!</P> <P> </P>
Thatdumbg
11-27-2005, 01:04 AM
I usually just start casting it as the tank is running up to taunt/pull a mob. <div></div>
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