Warbringer changes

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Meggers
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Warbringer changes

Unread post by Meggers »

Creatures

Zandalari Warbringer can no longer be taunted, interrupted, stunned, or snared. It isn't clear if all of these nerfs were intended.

http://blue.mmo-champion.com/topic/2571 ... ne/#post36
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Re: Warbringer changes

Unread post by Danielfboone »

I guess they don't like them being soloable. I bet the changes were fully intended.
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Re: Warbringer changes

Unread post by Ril »

i posted something about the topic over on the WoW General forum that might interest you:
Fellow hunters, don't be disheartened by puny little nerfs blizz throws at us, because there's no need to. Warbringers are still soloable with the very oldschool kiting tactic! I killed a few of them yesterday out of boredom and it wasn't hard at all once i got the knack of it.

General info
Spec: BM (anything works, really)
Important talents and glyphs: Liberation, disengage, crouching tiger, hidden chimera, spirit bond
Pet: anything that increases your damage, spirit beasts are always a good choice
Gear level of the writer: around 515ish. You don't need good gear. The only difference gear makes is the amount of time you need to concentrate.

Now, about the Strategy.
Kite, kite, kite. Kite the sh*t out of them across a zone and don't let your pet aggro them (if it is killed once, it definately shouldn't ever re-gain aggro after the phoenix-rez). As they're not slow-able anymore, you'll use disengage to compensate. I picked the shorter disengage cooldown over the sprint because of the additional liberation heal and because frequent small disengages work out better than fewer big ones (disengage+runspeed). Warbringers run a little faster than you but stop every 10-15 seconds to cast something, so this buys you additional time. Use the terrain to your advantage: you disengage further downhills than uphills (but don't jump off a cliff :D). Roads tend to be add free and offer a route to follow without paying attention of where you're going. Just don't change the zone, this may cause the warbringer to reset. Oh, and don't run into an opposite fraction's camp. ;)
Casts are beneficial to you because they buy you time without really doing anything to you: meteors, ghosts, thunder clap and the scarabs (they should die off 1-2 glaive toss) don't affect you; they won't ever rach you. The only cast you need to worry about is the fear, but we hunters have plenty of tools to counter this as well. Firstly, make sure you have as many pets out as possible. The more units the warbringer can choose from to cast his fear on, the lower the risk that you get it. So get your dire beasts and snakes out as often as you can (the spells he casts are random so there's no way of anticipating it). Furthermore, equip a PVP trinket (in fact it's not really necessary, i did him without it because i forgot to equip it) and keep your BWs. And, of course, you can out-range it if you go above 40y. If, despite this, you happen to eat a full fear, he'll likely catch up. Don't panic, by the time he has finished his cast, you should be over 30 yards away so it will take time for him to reach you. Just spam deterrence, disengage, and watch your health pool grow back to 100% slowly. Even then, you shouldnt eat more than one or two hits.

Hints and issues to be aware of
- You eventually will run into random adds. Just ignore them, they are low level and don't hurt. If you stop using glaive toss, you won't hit them with anything and they will reset fairly quickly. Snares should not cause problems.
- If he aggros your pet halfway through the fight, he might reset. It happened a few times to me, i'm not sure why. Just quickly go back to his spawning position and start off again.
- Make sure that you have a general idea of where you're heading to. Some terrains are harder than others. I had most trouble in Jade Forest because of many cliffs, dead-ends, clutter blocking the path. On the other hand, Kun-Lai summit was pretty easy because of the road in the center of the map, which forms a giant circle and can be easily reached.
- Keep a few oh-sh*t buttons like readiness and stampede (spirit beasts with glyphs) when you're not confident with this strat.

For those unfamiliar with the kiting method, it is basically just strafing away from the target while still shooting the full rotation at it. For the occasional disengages, you need to jump, quickly turn to face away the direction you want to disengage in (usually you turn 90° because you want to disengage in the direction you were running to), disengage, and then just run on. You never stand still unless you are at 40y of the target. If executed perfectly, this strategy allows for nearly full damage to the target without taking any damage. It is important that you keep aggro over your pet because ferocity pets die very quickly to warbringers.

I hope that helped. Good hunting!
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Re: Warbringer changes

Unread post by Neilaren »

How dare the Warbringers be solo-able by anything that's not a blood death knight?

FUN WAS DETECTED.

I'm more concerned with, at the moment, the SCOUTS being suddenly unbearable. Resetting at random, vengeful spirits turning around and hitting my pet despite all the aggro I dump into the spirit when it spawns... things that have never happened before and I have NEVER had trouble with. Let's just say I may have sent a lot of nasty feedback in the last hour that will ensure I'll probably never work at Blizzard in my life.
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Re: Warbringer changes

Unread post by Aeladrine »

Hmm. These seem like odd changes to me. I can't see any reason to make these guys unsoloable (they're the ones that drop the mounts, right? Perhaps that has something to do with it)... But then again, Blizz has seemed to be pushing the working together a lot more than they used to. Hopefully this wasn't intended to make us incapable of soloing the mobs and was more a mistake.
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Re: Warbringer changes

Unread post by cowmuflage »

I do remember them saying when these first came out that they where meant to be taken down in groups I think and not solo'd :/
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Re: Warbringer changes

Unread post by Danielfboone »

cowmuflage wrote:I do remember them saying when these first came out that they where meant to be taken down in groups I think and not solo'd :/
Exactly right.
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Re: Warbringer changes

Unread post by Boven »

I'm a bit confused. Why would making them immune to taunts encourage grouping up for them? Assuming you make a group with a tank, healer, and dps, there's always the risk that the dps is going to get aggro. A tank not being able to taunt it back quickly is kind of a bad thing in that situation.
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Re: Warbringer changes

Unread post by Meggers »

Because non tank classes have aggro dumps so taunting wouldn't be an issue.

Taunting also clears the issue of people griefing other players by taunting it and bringing it to its tether so it resets so someone in their group can snag tag.
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Re: Warbringer changes

Unread post by Tahlian »

I think the "immune to taunts" thing might have been put in because people have been doing things like taunting the Warbringers off cliffs or from places like trees to get them to evade bug and reset, removing another player's tag from them. It's not necessarily us, guys.

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Re: Warbringer changes

Unread post by Neilaren »

They're not meant to be soloed... but oops! We forgot to TEST the fact that they could be kited! Like, anyone can figure out that they can be kited!

I've personally only ever bothered to kill Warbringers in groups (because I was specifically trying to help guild members get mounts) so the changes are only bothering me in a sort of "GEE WHIZ, WHY DID THIS TAKE YOU TWO WEEKS TO ADDRESS" way. Logic.
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Re: Warbringer changes

Unread post by SpiritBinder »

Danielfboone wrote:I guess they don't like them being soloable. I bet the changes were fully intended.


It was in a direct response to someone complaining about griefing and the fact that the mobs could be reset via taunting and the use of other mechanics.

http://us.battle.net/wow/en/forum/topic/8197182227#1

regarding soloing..... V

cowmuflage wrote:I do remember them saying when these first came out that they where meant to be taken down in groups I think and not solo'd :/


However others are pretty unaffected by the change. Either remove the ability for anyone to solo, or leave it be and punish those whom are griefing, instead of punishing everyone else and letting them get away with it.

I agree with Neil, if they did not want them soloable (which people were doing within the 1st hour of the sever being up) they would have changed it then. As I stated, it's happened as a direct response to the post I linked earlier.

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Re: Warbringer changes

Unread post by cowmuflage »

Well then make them unsoloble then, it wont hurt anyone to group up.
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Re: Warbringer changes

Unread post by Sophistique »

The un-tauntable change was indeed to stop greifing - and lets be honest, it was happening A LOT!

Basically someone cannot come along now, and taunt it off you and run it off a cliff to reset the mob and then grab the tag for themselves. Against a class with no taunt to counteract this, it was impossible to keep the tag as your own.

What Blizzard need to do is grow a pair and start actually punishing people for doing this - it's harassment, plain and simple, and they say they do not tolerate it yet they do nothing about it. If they done this, it would help out a lot - sometimes a 3 hour ban as a warning can be enough for someone to go, "oh... they WILL do something if I be a jack-ass about this..." and make them think twice about doing it again. Heck, even it if takes a 72 hour ban to make them think twice, then ban them again for longer on the second or third time.
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