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View Full Version : Random named in new zones cannot be lifeburned...bug?


drudy
04-19-2012, 11:01 AM
<p>I have run through the first 3 skyshrine heroic instances and have found many named that give the message that I cannot cast burn spells on this mob.  I did not write down which particular ones but there were at least 4-6 of them throughout the three zones.  Is this intended?  If so that is an awful lot of named that a necros dps is crippled on.</p>

Yimway
04-19-2012, 11:39 AM
<p>Hmm, think this explains what i was having happen on my wizard.  I didn't really look thru the spam to find this.</p><p>I would say its probably 'working as intended'.</p>

Dorsan
04-19-2012, 03:47 PM
Unfortunately it is not a bug. Names that can't be life/mana-burned existed in DoV x2 as well and since we didn't complain enough they decided to add more mobs like that. I just don't understand why we don't have mobs that are immune to melee damage. And I am not talking about temporary immunity, just make them 100% immune to melee damage. That's just as fun as making them immune to burns.

Icehunter612
04-20-2012, 03:59 PM
<p>cuz if one mob was completely immune to all melee damage only spell tanks could QFE attempt to tank those mobs.</p>

Koleg
04-20-2012, 05:03 PM
<p><cite>Lokeey@Oasis wrote:</cite></p><blockquote><p>cuz if one mob was completely immune to all melee damage only spell tanks could QFE attempt to tank those mobs.</p></blockquote><p>Fighter CA's and Taunts are considered spells ... but that's not the point, which your comments completely missed.  Why "should" a mob be immune to some abilities and not others (not including Stun/stifle/charm/mez/fear of course) ... If one class has a damage <span style="text-decoration: line-through;">spell </span>ability that is immune and another does not, guess what is going to happen on the DPS chart...</p>

Seiffil
04-20-2012, 09:38 PM
<p><cite>Koleg@Unrest_old wrote:</cite></p><blockquote><p><cite>Lokeey@Oasis wrote:</cite></p><blockquote><p>cuz if one mob was completely immune to all melee damage only spell tanks could QFE attempt to tank those mobs.</p></blockquote><p>Fighter CA's and Taunts are considered spells ... but that's not the point, which your comments completely missed.  Why "should" a mob be immune to some abilities and not others (not including Stun/stifle/charm/mez/fear of course) ... If one class has a damage <span style="text-decoration: line-through;">spell </span>ability that is immune and another does not, guess what is going to happen on the DPS chart...</p></blockquote><p>Just like when a CA misses a mob and the melee has to wait the entire cooldown while the caster has their resist back up in a few seconds?  It's one spell. </p><p>A melee would lose a LOT more dps with mobs being melee immune than a wizard or necro would lose if the only spell the mob is immune to is manaburn and lifeburn respectively.</p>

Aest
04-21-2012, 04:09 AM
<p><cite>Seiffil@Permafrost wrote:</cite></p><blockquote><p><cite>Koleg@Unrest_old wrote:</cite></p><blockquote><p><cite>Lokeey@Oasis wrote:</cite></p><blockquote><p>cuz if one mob was completely immune to all melee damage only spell tanks could QFE attempt to tank those mobs.</p></blockquote><p>Fighter CA's and Taunts are considered spells ... but that's not the point, which your comments completely missed.  Why "should" a mob be immune to some abilities and not others (not including Stun/stifle/charm/mez/fear of course) ... If one class has a damage <span style="text-decoration: line-through;">spell </span>ability that is immune and another does not, guess what is going to happen on the DPS chart...</p></blockquote><p>Just like when a CA misses a mob and the melee has to wait the entire cooldown while the caster has their resist back up in a few seconds?  It's one spell. </p><p>A melee would lose a LOT more dps with mobs being melee immune than a wizard or necro would lose if the only spell the mob is immune to is manaburn and lifeburn respectively.</p></blockquote><p>You missed the point completely. Necros Lifeburn (and also Wizard Manaburn) are <em>class-defining</em> abilities. Disabling them just because a dev got outparsed by a Necro once (or whatever the reason here is - it's certainly not because of ungodly amounts of HP/Power for many of those fights, like in Cella) doesn't strike you as being just a tad over the top?</p>

Hennyo
04-21-2012, 04:20 AM
<p><cite>Dorsan@Nagafen wrote:</cite></p><blockquote>Unfortunately it is not a bug. Names that can't be life/mana-burned existed in DoV x2 as well and since we didn't complain enough they decided to add more mobs like that. I just don't understand why we don't have mobs that are immune to melee damage. And I am not talking about temporary immunity, just make them 100% immune to melee damage. That's just as fun as making them immune to burns.</blockquote><p>This post makes me seriously sad, fighting mobs yesterday that were 95 percent damage reduction to physical damage was painful for my heroic group based off of scout dps.</p><p>PLEASE DON"T WISH FOR SUCH HORRIBLE THINGS, THEY COME TRUE.</p>

Dorsan
04-21-2012, 10:50 AM
<p><cite>Hennyo wrote:</cite></p><blockquote><p><cite>Dorsan@Nagafen wrote:</cite></p><blockquote>Unfortunately it is not a bug. Names that can't be life/mana-burned existed in DoV x2 as well and since we didn't complain enough they decided to add more mobs like that. I just don't understand why we don't have mobs that are immune to melee damage. And I am not talking about temporary immunity, just make them 100% immune to melee damage. That's just as fun as making them immune to burns.</blockquote><p>This post makes me seriously sad, fighting mobs yesterday that were 95 percent damage reduction to physical damage was painful for my heroic group based off of scout dps.</p><p>PLEASE DON"T WISH FOR SUCH HORRIBLE THINGS, THEY COME TRUE.</p></blockquote><p>It was sarcarsm. Mobs shouldn't be immune to melee damage and they shouldn't be immune to lifeburn either.</p>

Seiffil
04-21-2012, 06:41 PM
<p><cite>Aest wrote:</cite></p><blockquote><p><cite>Seiffil@Permafrost wrote:</cite></p><blockquote><p><cite>Koleg@Unrest_old wrote:</cite></p><blockquote><p><cite>Lokeey@Oasis wrote:</cite></p><blockquote><p>cuz if one mob was completely immune to all melee damage only spell tanks could QFE attempt to tank those mobs.</p></blockquote><p>Fighter CA's and Taunts are considered spells ... but that's not the point, which your comments completely missed.  Why "should" a mob be immune to some abilities and not others (not including Stun/stifle/charm/mez/fear of course) ... If one class has a damage <span style="text-decoration: line-through;">spell </span>ability that is immune and another does not, guess what is going to happen on the DPS chart...</p></blockquote><p>Just like when a CA misses a mob and the melee has to wait the entire cooldown while the caster has their resist back up in a few seconds?  It's one spell. </p><p>A melee would lose a LOT more dps with mobs being melee immune than a wizard or necro would lose if the only spell the mob is immune to is manaburn and lifeburn respectively.</p></blockquote><p>You missed the point completely. Necros Lifeburn (and also Wizard Manaburn) are <em>class-defining</em> abilities. Disabling them just because a dev got outparsed by a Necro once (or whatever the reason here is - it's certainly not because of ungodly amounts of HP/Power for many of those fights, like in Cella) doesn't strike you as being just a tad over the top?</p></blockquote><p>I don't miss your point.  Do I think making mobs immune to manaburn and lifeburn is a tad over the top, yea, I could agree.  But even more over the top is you trying to say they should make mobs immune to melee.  One of the two by far is more over the top than the other.  Now you could have said, make a mob immune to assassinate, sniper shot, or just to get conjurors into the mix, Elemental blast, but saying all melee is a bit much.</p>

Aest
04-21-2012, 07:06 PM
<p><cite>Seiffil@Permafrost wrote:</cite></p><blockquote><p><cite>Aest wrote:</cite></p><blockquote><p><cite>Seiffil@Permafrost wrote:</cite></p><blockquote><p><cite>Koleg@Unrest_old wrote:</cite></p><blockquote><p><cite>Lokeey@Oasis wrote:</cite></p><blockquote><p>cuz if one mob was completely immune to all melee damage only spell tanks could QFE attempt to tank those mobs.</p></blockquote><p>Fighter CA's and Taunts are considered spells ... but that's not the point, which your comments completely missed.  Why "should" a mob be immune to some abilities and not others (not including Stun/stifle/charm/mez/fear of course) ... If one class has a damage <span style="text-decoration: line-through;">spell </span>ability that is immune and another does not, guess what is going to happen on the DPS chart...</p></blockquote><p>Just like when a CA misses a mob and the melee has to wait the entire cooldown while the caster has their resist back up in a few seconds?  It's one spell. </p><p>A melee would lose a LOT more dps with mobs being melee immune than a wizard or necro would lose if the only spell the mob is immune to is manaburn and lifeburn respectively.</p></blockquote><p>You missed the point completely. Necros Lifeburn (and also Wizard Manaburn) are <em>class-defining</em> abilities. Disabling them just because a dev got outparsed by a Necro once (or whatever the reason here is - it's certainly not because of ungodly amounts of HP/Power for many of those fights, like in Cella) doesn't strike you as being just a tad over the top?</p></blockquote><p>I don't miss your point.  Do I think making mobs immune to manaburn and lifeburn is a tad over the top, yea, I could agree.  But even more over the top is you trying to say they should make mobs immune to melee.  One of the two by far is more over the top than the other.  Now you could have said, make a mob immune to assassinate, sniper shot, or just to get conjurors into the mix, Elemental blast, but saying all melee is a bit much.</p></blockquote><p>I didn't say any of that. On top of that, the comment about making mobs immune to melee was not meant to be taken literally, it was to showcase that giving mobs immunities to certain types of damage is stupid. Please show your fellow forum posters the courtesy of actually reading their posts before commenting. This is why you continue to miss the point.</p>

drudy
05-02-2012, 07:59 PM
<p>This has been fixed for the majority of mobs that were immune to burn spells:</p><p>Covenant District:             Captain Veezaran - no longer immune</p><p>Lyceum of the Recondite: Ovilas - <strong>?</strong></p><p>                                         Necranaut Dolk - no longer immune</p><p>Dracur Prime:                    Nenlarn - no longer immune</p><p>                                         Ariorb Vel'Kera - no longer immune</p><p>Underdepths:                   Dagarn the Destroyer - no longer immune</p><p>                                        Malteor Flamecaller - <strong>Still Immune</strong></p><p><strong></strong></p><p>I have not been able to  confirm Ovilas yet because when I ran the zone and killed him lifeburn was down at the time.  Thanks for fixing most of these mobs.</p>

Cronqar
06-11-2012, 11:38 PM
<p>I am pretty sure that Dagarn the Destroyer is immune as of today on Valor to Manaburn. Maybe you had them, Dagarn and Malteor backwards? I am not 100% but think that Manaburn worked on Malteor.</p>

Luhai
06-12-2012, 05:21 AM
<p>Using Lifeburn on Malteor sounds like fun.</p>

daray
06-17-2012, 05:48 PM
<p>The only reason for disabling manaburn and lifeburn is for scripts that result in boosted HP/Power pools (think of the Queen in Cella for example). If they are disabled on fights that don't do this, then it is clearly a bug.</p>