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  1. #21

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    For saving time, would making round robin macro to lay down all 4 totems at the same time help? like
    /castsequence reset=combat call of the elements , , ,
    /castsequence reset=combat , call of the elements, ,
    /castsequence reset=combat , , call of the elements,
    /casysequence reset=combat , , , call of the elements

    That way you stagger your tremors like before and do not have to waste mana dropping the tremors separately
    Last edited by Lyonheart : 08-11-2009 at 07:04 PM
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  2. #22

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    Someone mentioned totem stomping macro's were fixed as well, any validity to that? ^^
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  3. #23

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    Yes it was fixed but you can still use a mouse over macro.

  4. #24
    Super Moderator Stealthy's Avatar
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    Thanks for doing the testing Selz!

    Going to redo my macro's tonight - setting them up pretty much as follows:

    First keypress:
    Toon 1 - Drops tremor plus other totems
    Toon 2 - Drops earthbind plus other totems
    Toon 3 - Drops other totems but no earth totem
    Toon 4 - Drops other totems but no earth totem
    Toon 5 - Drops other totems but no earth totem

    Second keypress:
    Toon 3 - drops tremor totem

    Third keypress:
    Toon 4 - drops tremor totem

    Fourth keypress:
    Toon 5 - drops tremor totem

    Can't wait to try it out...

    Cheers,
    S.
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  5. #25
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    Quote Originally Posted by Taliesin View Post
    4 totems pulsing every 3 seconds still means you have an average of .75 seconds between pulses. The average time after being feared before it breaks should then be .375 seconds before it gets removed. That's enough time to run at least several yards. What I saw in the video is only once did that happen; all the other attempts resulted in instantaneous removal (except one toon getting turned around and took barely one step once).

    As I said, it clearly shows that staggering does work. But that video almost seems to show that it works TOO well. In most cases, it rendered fear completely useless, at best counting as just an interrupt. It's not a critique of the video or the setup, but kinda makes me wonder if it hints at an underlying "issue" with tremor.

    Sorry, not trying to stir up trouble here. Just think it should be mentioned that statistically the video shows tremor working better than it really should. Might be a sign of a future stealth fix. Just saying.

    I can´t see how they possible will make a stealth fix, sence the tremor totems need to work for a single playing shaman also, theirfor the 3 sec pulstime can never be changed, and theirfor they will also stack. Each totem will always have a pulstime, and they can´t really increse the time on the pulse either sence it would destroy the single playing tremor totem alot.

    I believe this discussion started after the pulse time got incresed to 3sec´s up from 1sec
    when we staggered 4 totems with 1sec pulse time it always worked, no brakes at all, now we see it sometimes
    but it still works quite well

  6. #26

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    Quote Originally Posted by Selz View Post
    I can´t see how they possible will make a stealth fix, sence the tremor totems need to work for a single playing shaman also, theirfor the 3 sec pulstime can never be changed, and theirfor they will also stack. Each totem will always have a pulstime, and they can´t really increse the time on the pulse either sence it would destroy the single playing tremor totem alot.

    I believe this discussion started after the pulse time got incresed to 3sec´s up from 1sec
    when we staggered 4 totems with 1sec pulse time it always worked, no brakes at all, now we see it sometimes
    but it still works quite well
    They could simply move the pulse server side and process it as a periodic effect. You drop a sequence of totems thye make them all pulse at the same time.

    Very easy to break up.

    Some would have said the 1 second pulse time can never be changed... It's very viable for them to change any mechanic they want.
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  7. #27

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    Think I'd rather still have call of the elements drop earth totems on everyone - 2 or 3 tremors. The problem with having only one toon drop one is if that toon dies, you are stuck with no tremor totems at all until you set up your rotation again.

    If you could remember to do this when your main dies, it would be fine, but in the heat of battle (especially 5v5 arena) I can imagine only having 2 or 3 shaman left and not being able to figure out why I'm being feared for 8 sec

  8. #28

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    It's amazing how far you run when you drop them all at once. Pretty much game over at that point.

  9. #29

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    I went back to staggering totems for about 20 arenas or so, I couldnt tell a difference at all. Possibly hotfixed, or the mechanic just works differently in arena, but almost every fear I get my shamans move a good 5-15 yards before being cured, staggered or not.
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  10. #30
    Member Otlecs's Avatar
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    the tremor totems need to work for a single playing shaman also, theirfor the 3 sec pulstime can never be changed,
    There was -definitely- a time when the behaviour was changed so that all of the pulsing totems pulsed together no matter how you staggered them (i.e. it pulsed on a server-side timer that was unrelated to the time at which you dropped the totem).

    I think 3.1 brought that in and lots of us have spent an embarassing amount of time running around like headless chickens ever since!

    Thanks for the apparent evidence that it's been reverted to the old behaviour now though - I'll be setting up my new PvP totem sequence tonight

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