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#27 Jul 06 2011 at 12:02 AM Rating: Decent
For the spirits... you can get lucky and see a new spirit after it's just spawned, as it just sits there for a period of time (i've no idea how long to be honest) before running it's circuit.

I've gotten a few this way.
#28 Jul 06 2011 at 5:32 AM Rating: Default
Just as a random add - there's a spot in the middle of the area where they are racing around, between two little hills. If you just stand there, around 5 of the spirity-deer pat through there. I just land and wait about 20 seconds and I am done.
#29 Jul 06 2011 at 9:03 AM Rating: Good
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3,441 posts
idiggory wrote:
The burn victims quest is particularly bad too. There aren't enough of them for the population doing the quest, so everyone camps each healthy druid waiting for them to dramatically fall to the ground.


Not only that, but it seems every HoT and Instant Heal gives credit, even if casted on the druid before they fall to the ground.

That's why every druid, shaman, and paladin is running around getting their quest done lickety-split meanwhile warriors, rogues and such have to resort to using bandaids because the salve takes too long to "cast".

Wish they'd hotfix this or something to make it more fair for everybody.

Edit: Oh, and the Healthy Druids don't count for the quest anyways -- the Burn Victims are called "Wounded Hyjal Defender" and they spawn standing up, wait 5 or so seconds, and then suddenly drop to the ground with 10% of their health left. If you target one before it drops on the ground and spam the salve button, sometimes you can get it, but most HoT spells will give you credit if you cast it while they're still standing up.

Edited, Jul 6th 2011 11:06am by Lyrailis
#30 Jul 06 2011 at 9:18 AM Rating: Good
Muggle@#%^er
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20,024 posts
My biggest issue with them spawning standing? You need to retarget them after they drop the ground! So everyone is suddenly scrambling to select the unit and use their salve. Meanwhile, a class with an instant heal can do the same from a much larger radius.
____________________________
IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
Never underestimate the healing power of a massive dong.
#31 Jul 06 2011 at 10:15 AM Rating: Default
Two Spawn Points for the Spirits of Malorne are 36,63 at the head of the gully and 41,56 near the portal. When they spawn they don't move for a couple of seconds so go sit on them.
#32 Jul 07 2011 at 8:01 PM Rating: Decent
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807 posts
Algren wrote:
Thank god no one can see me clicking, I looked like a fool! lol



I saw you clicking......
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