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  1. #21

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    From the check interact distance API.
    1 = Inspect, 28 yards
    2 = Trade, 11.11 yards
    3 = Duel, 9.9 yards
    4 = Follow, 28 yards

    A 20 yard knockback doesn't put you out of follow range even if you were already behind a bit...
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  2. #22

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    It's gonna be tough times in arena. Blades edge quickly comes to mind. The new style will probably be playing extremely defensive. But it's the combinations thats got me slightly worried. The thunderstorm+deathgrip, or even 2xchained deathgrip. Still, I don't really think we'll see too many 2xDK or DK/Ele Shammy combos in 5vs5. If those rare setups play well, they're probably gonna be unbeatable with a 5xshammy team for instance. You'll probably not "own" the bridge as before. You could get pulled down, bounced down and pulled up, and the combos will just get frustrating.

    Rushing team with unholy DK: You wont be able to nuke an unholy DK, unless he is sleeping on the job. And he will be able to run right up to your group with no real worry. Popping antimagic shell while approaching (5 seconds), deathgrip one of your characters, then continuing into the rest of the group. Pop antimagic zone on top of you (I'm not really sure antimagic zone will be a popular spec for arena though, probably not since it costs 6 talent points, a pretty severe dps drop). This must be countered with Fire nova totems, and only after they pop can you go to town. Now for pvp I assume most dk's will glyph so death and decay will have the 2 second horror effect randomly triggered. This effect kicks ass even in duels. Pair this character up with an elemental shammy or a destro warlock and you're in for some mayhem. We'll be suffering since the only option is to stay in a group.

    Still going to be pretty interesting. Can't wait to see how Ellay will approach this. The new tier of talents, a new class, new team combos. Everyone starting fresh. Gonna be fun.
    WTF? RUN! Wow Multiboxing Blog

  3. #23

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    Quote Originally Posted by 'zanthor',index.php?page=Thread&postID=124320#post 124320
    A 20 yard knockback doesn't put you out of follow range even if you were already behind a bit...
    .. unless your characters are knocked in different directions.
    -> No more show off spread outs :whistling:
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  4. #24

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    im not put off by this,but i do feel its going to cause some big headaches its more of a trouble shooter id like to see some theorys/methods on how to counter this when it comes out so i could have some idea on counterattack.

    many of you have given ideas an thoughts which is nice to see, so keep posting or if someone is in beta can they give some feedback on the knock backs from hunter/dk/shaman and any other classes which will be a threat.

    thats me for now

    dk grip... bubble up!


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  5. #25

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    Quote Originally Posted by 'Fursphere',index.php?page=Thread&postID=124026#po st124026

    Quote Originally Posted by 'Naysayer',index.php?page=Thread&postID=123984#pos t123984
    Now, it's the DK death grip that has me a bit worried. That's going to suck.
    I've been hit by that a couple of times in beta. You're just walking along.... and BAM! you're being pulled across the screen. Its got a long range too.

    I suspect a perfectly timed thunderstorm will screw that up though.
    Heh, I was death gripped through the terrain and into the Pit of Nazjan (?) leading to Azjol Nerub. No way he could have been in LoS, but he sure as hell pulled me down there and proceeded to donkey punch me with 4 of his buddies.

    Good times! Glad the GY was 10 steps away. lol
    Anjuna & Company
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    Magtheridon-US Horde

  6. #26

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    The DK grip is pretty annoying when there's 2+ more of them.. was
    playing around in Wintergrasp and you end up just bouncing around, not
    able to do anything.

  7. #27

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    Quote Originally Posted by 'boxblizzard',index.php?page=Thread&postID=124036# post124036
    nope, none of the tots currently have any prevention against grip/knocks. just tremor for fear atm. im hoping blizzard will make changes with the shaman totems to merge with the extra content.
    Stacked grounding/tremor totems are one of the things that make multiboxed shaman groups so popular. If grounding or tremor was able to negate or minimize knockback effects, you'd see even more shaman teams than we do already. In some ways I wonder if this was one way of discouraging more shaman groups, by giving players another method of breaking up a group that cannot be dealt with via totem spam.
    "Multibox : !! LOZERS !!" My multiboxing blog

  8. #28

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    None of this stuff will ruin multiboxing. It'll just be something else to deal with. Since knockbacks and whatever aren't causing a real loss of control for the group, arrow keys and other movement bindings will handle most issues you'd have with this stuff.

  9. #29

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    Fight fire with fire. 4x shaman 1x DK. Your DK pulls their DK, then BOOM. Rinse and repeat. People wont be able to pillar hump if they are getting pulled into the open.

    It most likely wouldn't work out well at higher ratings, but it would be fun.

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