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My Bug Reports

Posted: 22 Nov 2009, 17:22
by phelpsb
Hunters

When a target is hit with Scatter Shot, your pet will still attack it, making the ability almost useless when 1v1.

Freezing Trap is the same as Scatter Shot, your pet will attack the target making it really useless in 1v1.

If your pet is in Aggressive Stance in arena (which is really helpful for going against Rogues), it will attack the partner you are joined with.

Setting your pet to its Passive Stance will not stop the pet from attack like it should. The only way you can get your pet to stop attacking is to set it to Passive then tell it to stay, then follow again, then you can set it back to Defensive/Passive.

Eyes of the Beast is really broken, can be used in some rare cases to teleport the hunter to the pet, when it does work (which is rare) you cannot move the pet with the mouse, and the pet does not get the effect of sprint when used, it is cast, the aura is applied, but nothing happens as far as speed increase.

Not 100% sure about that, but when I have speced into Imp. Concussive Shot, I personally never seen it proc.


Shaman

The Guardian Totems (Earth/Fire Elemental), the spawned guardian NPC, ignores the map setting of sanctuary and will attack the other side.


Any class with stealth

In some cases, a stealth class (rogue/druid) can be seen from as far away as the client will render a character on your screen and with the graphic settings high, this can be well over half a map.

Re: My Bug Reports

Posted: 22 Nov 2009, 18:22
by Avronax
The scatter/trap problem is not really a bug i think. You can get that to work with a stop pet attack macro I THINK.

Re: My Bug Reports

Posted: 22 Nov 2009, 19:08
by Churp
Avronax wrote:The scatter/trap problem is not really a bug i think. You can get that to work with a stop pet attack macro I THINK.
it is 100% a bug, pets are not supposed to attack a target that has just been CC'd wether it be gouge, scatter, poly or freezing trap, blind, ETC

Re: My Bug Reports

Posted: 16 Jun 2010, 08:09
by Toosh
These have been fixed in OregonCore.