Weird Spell Interactions

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Sarm
Posts: 5
Joined: Sat May 31, 2014 5:52 pm

Weird Spell Interactions

Unread postby Sarm Mon Nov 09, 2015 9:47 am

Hopefully this can be a catch-all thread for anything odd or buggy that players may notice about mage spells, so others can be made aware of them.

1) The improved nova talents can be increased in radius by 1 yard.

Explanation: This is normal in-game behavior for any instant, unfocused AoE spells and is meant to help the player compensate for lag when they cast their spell on the move. This only takes effect if you're either moving forward or strafing in some way; jumping straight up, or backpedaling WITHOUT strafing do not count. Jumping forward, jumping sideways and backpedal-strafing will work, though. Normally this applies to Arcane Explosion, Frost Nova, Cone of Cold and Dragon's Breath. Probably Ice Ward too, but that's hard to test since it requires being struck in melee range in order to proc it.

Oddly enough, Supernova, Blast Wave, and Ice Nova are affected by this as well, but only if YOU are the one moving when you cast it. Horde can easily reproduce this at the Thunder Bluff target dummies on Hunter Rise. Note how the dip in the land makes dummies 2 and 3 slightly further apart than the rest. While stationary and targeting one of those dummies, your nova talent will only strike two of them.

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But when you're moving...

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If you're using these talents for AoE, it's probably in your best interest to strafe a bit right as you cast them, to ensure you hit as many enemies as possible.



2a) Meteor is bitchy.

Explanation: Meteor is actually a frankenstein amalgamation of three successive spell effects. The targeting circle, the nuke crashing down, and the fire effect on the ground. From what I can tell, the circle acts as a sort of fuse which is reduced by haste. Once its "cast time" finishes, you actually spawn the meteor which comes down on the area you selected. YOU CAN OUTRANGE YOUR FUSE. This is simple for anybody to test - just find a target dummy, get really far away from it, and cast Meteor on it while at the absolute limit of your aiming range. Once the circle appears, just backpedal a little bit. Marvel as how the meteor never appears.

My guess is that the second phase of Meteor still originates from the player, and you're still actually "casting" it even though it's aimed instantly. By moving away, you outrange yourself from part 2 of the spell and cause an out of range error that the game won't tell you about.

2b) Meteor is passive aggressive.

Guess: You're actually striking a target when you paint Meteor's circle. This is easy to see if you aim it on an enemy that's sitting down or sleeping - they'll stand up the moment the circle appears, instead of when the meteor comes in contact with them. Normally this is harmless, since it doesn't put either of you in combat on its own. But there's a rare chance that this can cause certain trigger-happy trinkets or set bonuses to proc, such as the two LFR sets in Warlords of Draenor. If this happens, the enemy will obviously enter combat with you right away and potentially run out of Meteor's blast zone before it ever has a chance to strike.

It might have been bad luck, but I wasn't able to reproduce this on a target dummy. Actual enemies, like the packs of boars outside the horde garrison, can react.

3) Incanter's Flow can proc certain trinket bonuses.

I have no idea why: I don't have a large selection of trinkets to experiment with, but the Goren Soul Repository will do it. If you have it, you can easily test it by mounting up and body-pulling some random slow mob, then run constant donuts around it. Eventually, the constant swaying of Incanter's Flow will cause you to gain the critical strike bonus even though you haven't done anything that should proc it.

4) Rune of Power is spherical.

You can easily test it by just casting one on a sloped surface, standing on the very edge of the upper end, and do some jumping jacks. You'll see the buff constantly drop and appear as you enter range of it, even though you're not moving sideways. Limited importance in raids as they tend to be on flat surfaces, but if you're someone who actually likes using this talent when you're questing, be mindful of slopes or elevated surfaces as the actual buff radius will be skewed a bit compared to what the graphic will show.

5) Arcane Orb loves to proc Arcane Missiles.

This is probably obvious to anybody who has used the spell, but I'm including this just in case anybody who hasn't is reading this. In addition to having a chance to proc AM per enemy struck, Arcane Orb ALSO has a chance to proc it just by casting the damn thing. It doesn't matter if you aim it at a target or fling it into the wild blue yonder, so you'll want to be prepared for the chance that you might accidentally proc two AMs even if there's only one enemy to hit.
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Kuni
Posts: 14
Joined: Fri May 30, 2014 6:44 pm

Re: Weird Spell Interactions

Unread postby Kuni Mon Nov 09, 2015 5:20 pm

I'd like to add, Comet Storm has some of the same issues as Meteor's 2a. The cast itself checks LoS to the target's hitbox, where spells would impact. This allows you to cast over certain terrain or up ramps. The issue is, the comets themselves also check LoS, but their position for checking is the ground they hit vs the mage's position. This leads to some odd effects where mobs at the top of a ramp will only get the comets on the side of the mage firing.

Easily checked by swinging behind a corner right after you cast and having nothing even fire, yet the spell on cooldown.

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