Improved Sinister Strike, disarms, and mob abilites

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Improved Sinister Strike, disarms, and mob abilites

by Mek » Tue Mar 03, 2015 2:50 am

2/2 Imp. Sinister Strike = 40 energy. 95% of the time, this is working as intended, but from time-to-time, I notice that my SS is requiring 45 energy, and in order to fix this, I have to re-log.

Also, when disarming a mob (who carries a weapon), aren't they supposed to do less damage? I've noticed that they do the same amount of damage. I could be wrong. I forget if that was the case in Vanilla retail.

Finally, for mobs who have abilities such as disarm and shield wall...I don't recall them being able to use those abilities as often as they do. At the start of a fight, I get disarmed and it lasts for 5 seconds, and not long after that wears off, I get disarmed again. Same goes for when they use other abilities that I thought had longer cooldowns.

Or am I full of shit?
Mek
Sergeant
Sergeant
 

Re: Improved Sinister Strike, disarms, and mob abilites

by smeski » Tue Mar 03, 2015 3:49 am

Endurance in Combat doesn't work also.

Edit: Relogging fixed the Endurance thing.
smeski
Tester
 


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