1. HOVV THE CHICKEN VVORKS ON VVARMANE

    The following should already be common knowledge, but for the sake of documentation I'm dedicating a separate post for it.

    The https://wotlk.cavernoftime.com/spell=23060 doesn't stack with itself on Icecrown and on Lordearon.

    Shocking, ye I know. /s

    Under normal circumstances, I wouldn't have written this post at all. However, after the somewhat recent bug report I've stumbled upon contradicting information that apparently the squawk could stack with itself. Today I've decided to test it, and as you can see in the following videos, it doesn't work like that:


    (both Battle Squawks were mine; the new overwrote the previous one)


    (the 2-min chicken buff on my char was from my chicken; the other person's chicken overwrote my buff with its Battle Squawk)

    8/24 02:23:18.805 SPELL_AURA_REMOVED,0xF13000228410744A,"Battle Chicken",0xa28,0x06000000004A7741,"Kovachut",0x511 ,23060,"Battle Squawk",0x1,BUFF

    8/24 02:23:18.811 SPELL_AURA_APPLIED,0xF13000228410809B,"Battle Chicken",0x11112,0x06000000004A7741,"Kovachut",0x5 11,23060,"Battle Squawk",0x1,BUFF

    8/24 02:23:18.811 SPELL_AURA_APPLIED,0xF13000228410809B,"Battle Chicken",0x11112,0x06000000002E5832,"Kicov",0x512, 23060,"Battle Squawk",0x1,BUFF

    8/24 02:23:18.811 SPELL_AURA_APPLIED,0xF13000228410809B,"Battle Chicken",0x11112,0xF13000228410809B,"Battle Chicken",0x11112,23060,"Battle Squawk",0x1,BUFF
    So, yeah. VVhen we use the chickens, we still need to rotate them. IF stacking is possible, then it only concerns Onyxia and not the other realms.
    Edited: August 29, 2024 Reason: added the combat log

  2. PRE-PULL SAVAGE ROAR
    AN EXPLOIT OR A LEGIT THEORYCRAFT?
    (FOLLOVV-UP POST)

    I. VVhat I know with 100% certainty - the situation for Alliance cats and rogues

    There are many different ways one can obtain a pre-pull SR prior to a boss encounter, however in this post I'll only talk about my recently proposed methods in RS and in ICC - i.e. attacking a mob in the instance, exiting and re-entering said instance, casting SR, and accepting a warlock summon to the boss's room. This particular theorycraft is made possible thanks to the following four major interactions:

    1) Attacking a mob and leaving the instance clears our aggro.
    2) The process of leaving and re-entering an instance doesn't erase our CPs.
    3) CPs stay on our target when we leave combat.
    4) Accepting a summon to the boss's room doesn't remove our SR as long as we remain inside the instance when we cast the finisher.

    1) As mentioned in the last post of the previous page, being able to clear one's aggro after leaving an instance is considered an intended interaction as per wowpedia.

    2) I'll briefly skip the part about us preserving CPs after leaving and re-entering instances and go back to it later.

    3) The following videos are from retail VVotLK, and they show how CPs remained on the main target after the player left combat:


    At 2:19, the cat player cast Mangle and ran away from the other guy. At 2:29, we can see for a brief moment that the CPs remained on his target, and at 2:45 this is easier to see.


    The video is low quality, but at 1:20 the rogue player used Vanish, and he got to keep his CPs on the caster enemy. The same thing occurred in the time frame 1:53-1:59. If you can't see the CPs on the enemy portraits, please look at the rogue's UI.

    VVhat do those videos have to do with this theorycraft? VVell... Alliance cats can use https://wotlk.cavernoftime.com/spell=58984 to leave combat if they're "the last person left alive that the creature hates" (wikipedia). Doing so, they'll trigger the mob's evasion and clear themselves of aggro. This means that they can keep their CPs w/o any worries after using their racial.

    4) For the last point, I couldn't find any articles from retail VVotLK that described that interaction. I also didn't find any specific videos that showcased it, so I decided to expand my options and accept any video showcasing how one preserves their buffs after using the instance teleporters. Kinda like what I did here:


    Before I continue, I'd like to say something which has been bothering me for quite some time now - I ****ing hate how unreliable Google has become as a search engine and how this also affects YouTube. If I type a specific keyword, then those websites present me with results which I didn't even ask for. It's a pain to find old videos from 2008-2010 because I only get recommended stuff from warmane and Classic VVotLK, so I've decided to stop wasting my time and share with you what I found. If someone knows where to look and can share links to videos showcasing what I'm discussing here, please do so. I'd appreciate it.
    Spoiler: Show
    VVell, I found a way to find older videos on youtube. Thanks to this Reddit comment, I learnt that commands/keywords still work in the search field. I followed that guy's advice, and I was pleasantly surprise to see the old videos again:


    Sadly, of the 20-30 videos I watched, where either a cat or a rogue player attacked DBS, none of them showed the player going to the next area with SR/SnD. All of them ended slightly after the boss was defeated, so I couldn't find any solid proof of whether or not buffs like SR and SnD persisted in retail VVotLK after the cat/rogue player entered the "upper reaches".
    Anyway, with that out of the way here's what I managed to gather. The following videos are from VVrath Classic, which is not ideal, but they show that it was possible in the official Blizzard servers to preserve one's combat buffs after moving to different sections of the raid instance:


    (clicking on the teleporter at 19:20 didn't remove SR)


    (clicking on the teleporter at 1:21:26 didn't remove SnD)


    (clicking on the teleporter at 10:38 didn't remove SnD)

    Conclusions
    As far as the original VVotLK expansion is concerned:
    - a pre-pull SR would have definitely been a legit trick for Alliance cats in RS (same goes to SnD for rogues);
    - a pre-pull SR might have been a legit trick for Alliance cats in ICC (same goes to SnD for rogues).

    II. VVhat I don't know with 100% certainty - the situation for Horde cats

    Now I'm going back to the second argument about whether or not preserving CPs after leaving and re-entering instances was possible in retail VVotLK. This is the part I don't really know because it's not documented in any of the official sources like wowwiki or wowpedia. There could be several reasons for why the latter might have been the case - I personally think that it might not have been obvious to the people back then how they could have profited from leaving and re-entering instances + in the later expansions, CPs were designed to be attached to the players and not their enemies, so there might not have been that much incentive to playtest things - but those are irrelevant right now.

    I want to explain why I'm even bringing up this topic in the first place and not marking the theorycraft as 100% legitimate. If someone searches the phrase "combo point" on the internet, they'll stumble upon the wowpedia page, where the following restrictions are brought up in the patch notes:

    - Patch 2.0.3 (2007-01-09): Combo points added to a target should not be reset until you add a combo point to a different target.

    - Patch 1.4.0 (2005-04-19): Combo points will no longer be removed if the target is deselected. They will only be removed if a different target is selected.
    According to wowpedia, the only way for us to lose our already acquired CPs is when we cast a builder on another target. By that logic, if I were to, hypothetically speaking of course, move between two different continents:


    or even planets:


    the game devs shouldn't consider it a bug that I managed to preserve my CPs as that didn't stray away from the aforementioned restriction. By that very same logic, we should expect the same outcome after leaving and re-entering a raid instance. However, I should mention that wowpedia doesn't cover the whole story, as we can also lose our CPs in case:

    - we log out (proof);
    - we die (proof);
    - our target dies (proof);
    - we end a duel with another player (it doesn't matter if we store our CPs on the other person or on their pet) (proof).

    From what I wrote above, I speculate that the way the game is designed, at least on warmane, is that it checks whether or not the "connection" between us and our CP-"safety deposit box" is "interrupted". This explains why we lose our CPs if we hard switch to a different target (the new target becomes our current "CP storage"). If we log out, then we "remove" our character from the game, and with it - any information concerning the state of our resources (this might also explain why the ICDs of our trinkets reset). The same might also be true when we die (with the exception that trinket ICDs don't reset). In case our enemy dies, the reason why CPs fade is probably because they're coded to stay only on living targets. I should add that said targets should be attackable by default as well - if we duel a member of our faction and end the duel, the game stops considering this person/their pet as valid targets for CPs, as they become our allies again. In this train of thought, I should mention that attacking a member of a faction, which can either be "at war" with us or not simply by toggling that option on and off, doesn't remove the CPs but it does prevent us from using them if we can't harm that NPC again (I got an error message after trying to use SR; the coding for that finisher might be similar to SnD's).

    Yet, saying that the "connection" between us and our target needs to be "uninterrupted", is open for a lot of interpretation. Like, did you know that generating CPs on a mob inside an instance, leaving said instance, and resetting it doesn't remove them?


    Stuff like that is not documented, and yet they're part of warmane's servers. Since there's a lot of missing information on how CPs behave and should have behaved back in retail VVotLK, I decided to ask a member of the warmane staff of their opinion on this theorycraft. This is what BlueAo had to say:



    So, this was neither a confirmation of the legitimacy of this CP behaviour nor that it was a bug. For me, what BlueAo said was "It's fine... until proven otherwise". If someone knows whether or not it was possible on retail WotLK (2008-2010) to preserve CPs after leaving and re-entering an instance, please let me know and please provide proof.
    Edited: August 29, 2024 Reason: expressed my thoughts better + added another paragraph in the 2nd section

  3. GNOMISH CLOAKING DEVICE - A NEUTRAL "SHADOVVMELD"?

    I stumbled upon the aforementioned item purely by accident, and its hidden effect surprised me. I suspect that others might be already aware of it, but I'm once again writing a post for documentation purposes.

    Disclaimer: This post does NOT cover any benefits in the context of speedrunning.


    I. Backstory

    After finishing my theorycraft concerning a pre-pull SR, I thought that the next best course of action would be to direct my attention to unpopular items with the hope of finding a new interaction. Tbh, I was skeptical that I would find something new, knowing that there were dedicated theorycrafters in (VVrath) Classic that left no stone unturned, but I still wanted to give it a shot.

    I used wowhead's item data base and wrote "movement speed" in the "Effect Description" tab. I found https://wotlk.cavernoftime.com/item=23824, which directed me to https://wotlk.cavernoftime.com/item=35581, which in turn directed me to https://wotlk.cavernoftime.com/item=4397. I must say, the very first comment on that item's page caught me by surprise:

    As of 3.0.8 the Cloaking Device DOES REMOVE YOU FROM COMBAT WHEN USED and can be used to survive wipes, drop aggro, or leave combat!
    Source: https://www.wowhead.com/wotlk/item=4...evice#comments

    "A neutral https://wotlk.cavernoftime.com/spell=1856 in the form of a trinket?", I said to myself. Before buying the mats, I checked the bug tracker, and others also stated that this item should work like "Mage's Invsilibty / Vanish / Shadowmeld".
    II. Testing the Gnomish Cloaking Device

    I decided to test it, and I can confirm that it does work like that:




    As you can see, I managed to remove my threat and keep the CPs. Knowing this, I decided to revisit my very first idea of obtaining CPs in ICC (i.e. by using the enemy healer in the Rampart of Skulls as a punching bag). Sadly, I didn't get the same result:


    (At the end of the video, I was still in combat.)


    (At the end of the video, I was still in combat.)

    The combat status persisted because of the friendly NPCs, who attacked the enemies chasing me. This means that the Cloaking device is more akin to https://wotlk.cavernoftime.com/spell=62199 than https://wotlk.cavernoftime.com/spell=1856. The following comments on wowhead further solidify this idea:

    By 387939 (212 – 2·2) on 2009/06/10 (Patch 3.1.3)
    hm. I was in fight with Mimiron and it did NOT remove me from combat when i used it

    .
    .
    .

    61769 on 2009/07/18 (Patch 3.1.3)
    I think it works the way Shadowmeld works nowadays. If you're the only person in a group with aggro on a certain mob, you'll drop combat. If your buddies are around and have aggro'd said mob as well, you'll remain in combat. If you pop the trinket after your buddies die (shadowmeld and fade is uh, helpful in this regard), you will drop combat (unless the boss has some crazy mechanics; eg, the world dragons teleporting people right to them, stopping runners).
    Before I finish this subsection, I want to mention that ever since I bought the https://wotlk.cavernoftime.com/item=46780 on my Horde character, I was curious to see whether attacking it and using https://wotlk.cavernoftime.com/spell=62199 would remove my aggro in a raid instance. I couldn't test it in the past because I didn't have a Night Elf character with the pinata, and I was not willing to invest time in leveling that toon with x1 XP rates on Lordearon and spend 15 coins to purchase the aforementioned vanity item. Thanks to the Cloaking Device, I was able to test that interaction, and the answer is...


    it doesn't work. I guess the Pinata doesn't evade for some reason. This means that the only way to remove our threat when using it is either by exiting the instance through the main entrance or taking a portal to a major city and accepting a warlock summon.
    III. Potential uses

    Knowing that the Cloaking Device is similar to Shadowmeld, we need to ask ourselves the following questions - "VVhat would a Horde cat player finally be able to do with the pseudo Shadowmeld which was not possible in the past?" and "VVould the benefits justify the consistent usage of this trinket, or would it just remain a fun gadget with marginal applications?".

    Even without diving deep into this topic, I can answer the last question right now. Due to the horrendous one hour-long GCD coupled with the fact that the item occupies a trinket slot, we can safely treat the Gnomish Cloaking Device as something marginal. No one is going to miss out on anything grandiose if they don't include it in their weekly raids. Having said that, I want to mention the only situation beside speedrunning where this item can be considered.

    From the very beginning, I immediately thought of combining this trinket with the pre-pull SR. Now, obviously, this won't be used in the situations where the Horde players can just exit the instance through the main entrance, but there is a situation where this might not be possible. Before engaging Professor Putricide, the whole raid needs to clear Festergut and Rotface first. Since there are no teleporters nearby, the cat player either needs to accept the fact that they have to engage those bosses w/o building CPs for a pre-pull SR, or they need to go back to the Upper Spire and teleport to the first floor, which would waste a lot of time if the trash has already been cleared. There is a way, however, to obtain CPs in the Plagueworks. By using the Fleshreapers on the tubes:


    we can lure them out with FFF and acquire CPs on them. Alliance cats would obviously use their https://wotlk.cavernoftime.com/spell=62199, but Horde cats can use the https://wotlk.cavernoftime.com/item=4397 to remove their threat like so:


    Another potential application of this trinket is to help us acquire Agile stacks before engaging the boss:


    In the video above, you can see how the Skulking Geist returned to its position on the tubes, and I was able to keep the CPs. In addition to this, I wanted to test whether I would be able to build https://wotlk.cavernoftime.com/spell=71175 stacks on those mobs if I use https://wotlk.cavernoftime.com/spell=52504. As you can see, this was possible - Lacerate kept ticking while I was out of combat.

    I should mention two things in this regard - first of all, this phenomenon can only be observed on those Geists. If I do it on any other mob, the debuff would fade:


    because this is how evasion works. This not being the case with the Fleshreaper geists is either due to a bug or due to the fact that they're scripted to scamper on the tubes. Secondly, the latter "discovery" might be useless because once I re-equip STS, I trigger its 45 seconds-long ICD, which is greater than the duration of the 5/5 Agile proc. On paper, an Alliance cat can play around it by swapping out their STS in advance, so that they don't sit through the whole duration of its ICD after attacking the geists, but imho it's still a lot of work and stress for having 220 Agility from the get-go.
    Edited: September 22, 2024 Reason: added a video showcasing Festergut's fight w/ a pre-pull SR

  4. May 11, 2025  
    HOVV THE CHICKEN VVORKS ON VVARMANE
    FOLLOVV-UP

    I. Preface

    As I've made it clear in my guide, I'm currently trying to obtain CPs prior to some bosses in ICC for a pre-pull SR. The usual setup looks like this:


    Please watch the time frame 2:43-3:24 carefully. During that time, I summoned the chicken and it behaved as one would expect it to - it was passive. However, when I did my usual setup yesterday, something odd happened:


    The chicken started attacking the neutral critters near the doorway. This temporarily put me in combat, and as a result I was unable to accept the warlock summon necessary for the pre-pull setup. Fortunately for me, I managed to get into the fight on time, but this incident forced me to examine the attack behaviour of the chicken more thoroughly, as the viability of the pre-pull setup depended on it. After all, why would someone trouble themself with an intricate setup for a pre-pull SR if their own Gnomish Chicken can potentially screw them anyway? Or to put it better, why would someone choose the pre-pull setup over the chicken, if the latter is not only easier to use but also affects everyone in the party group? Since it's obvious what the popular pick would be, I wanted to understand the mechanics surrounding the chicken better and prove that it didn't have any anti-synergies with the setup.
    II. The chicken's attack behaviour

    In my pursuit to find the cause of the unusual interaction, I tested the following scenarios:

    Summoning the chicken and right-clicking on an enemy (nothing happened)


    Right-clicking on an enemy and then summoning the chicken (the chicken becomes hostile towards the mob)

    During the raid, I did neither of those things. In fact, when I summoned the chicken near the entrance, it was passive at first as well. For a long time, I couldn't figure out where the issue came from. Then started doing some unrelated things - like cycloning and FFF-ing the critters (more on that later) - and all of a sudden it dawned onto me:


    The problem didn't come from me or my chicken; it came from the critters themselves.

    So, let me explain how leashing works. If I'm in an instance and I inflict some kind of a negative effect on a mob, I enter an eternal combat state, unless 1) I die, 2) the mob dies, 3) I force the mob to evade due to a difference in elevation, or 4) I leave the instance. This principle concerns all non-critter attackable NPCs. Critters, on the other hand, follow a different set of rules. Now, I don't know if this is a bug or not, but if I afflict them with a non-lethal debuff (like Cyclone or FFF), I leave combat after a few seconds, but the critter remains in that state. The gnomish chicken realises it as well.

    Even though I didn't do anything harmful to the critters near the doorway during the raid, I suspect they were in combat due to the abilities of my teammates whilst clearing the trash. This is why my chicken attacked them and not the ones near the main entrance.

    VVhile no one can possibly know which critter is in this pseudo-combat state, ultimately it doesn't matter. The range of SR is 100 yards and it can ignore obstacles like walls, so if someone wants to prevent their chicken from attacking the critters, that person can go to a spot where there are none - e.g. near the Dalaran portal. Afterwards, they use a targeting macro and cast SR when the time comes.

    Having said that, one can also use this knowledge to their advantage and intentionally provoke their chicken to attack a critter:

    Summoning the chicken and Cycloning an enemy (the chicken attacks it)


    Summoning the chicken and FFF-ing an enemy (the chicken attacks it)

    At the end of the video with the Cyclone, I managed to obtain an early Battle Squawk. On theory, a person can do the DBS pre-pull tactic and use Cyclone/FFF on any critter in order to increase their odds of getting the 5% haste buff. According to this bug report:


    Doing something in this regard shouldn't screw the other melees as with each attack the chicken may decide to use the Squawk (unless there's some kind of an ICD I'm not aware of).
    III. Forcefully despawning the chicken

    To close it off, I found out that the chicken disappears if the player changes instances:


    This means that if someone wants to use their chicken alongside the pre-pull setup, they need to be done with the setup first and also inside ICC.
    Edited: May 12, 2025 Reason: structured the post better

  5. 1 Week Ago  
    LOGGING OUT VVITH TEMPORARY BUFFS
    FOLLOVV-UP POST

    I. Preface

    VVhile I was working on the pre-pull SR theorycraft, I witnessed a peculiar interaction with my trinkets. If I log out, their ICDs doesn't reset:


    - 0:45 I logged in and started attacking the dummy
    - 0:48 I got the trinket proc from Deathbringer's Will
    - 0:49 I got the trinket proc from Sharpened Twilight Scale

    - 2:41 I logged in
    - 2:58 I started attacking the dummy and got both trinket procs


    This wasn't the case in the past:


    - 0:50 I logged in and started attacking the dummy
    - 1:38 I got the trinket proc from Whispering Fanged Skull
    - 1:42 I got the trinket proc from Banner of Victory


    Since there isn't concrete information on the internet which interaction is Blizzlike, I thought I should analyse the potential damage gain from the extra Hysteria. In the next subsection, I will share my thoughts on the matter, but before I get into it I would like to mention one more thing - BL doesn't work the way we want because the timer of the Sated debuff freezes when we log out.


    II. Analysis

    As I've said in the quoted post, CPs and SR disappear when we log out, so we can't have a pre-pull SR and a 2nd Hysteria at the same time - we need to choose between either buff. Now the question is which one is more powerful.

    A) Calculating the damage of the pre-pull Hysteria

    I'll begin my analysis in a simple way; I will observe two regular rotations in the simcraft featuring BiS ICC & RS gear and Hysteria, but I will give one extra to the second example:

    One Hysteria



    Two Hysterias



    So, the damage difference between those two rotations is 650 dps in a 2-min fight. This means that having an extra, 30 seconds-long Hysteria equals that amount of dps. I intentionally express myself like this because the pre-pull Hysteria is shorter than this.

    I'll go off-topic for a bit and talk about the mechanics surrounding the "logging out" event. If our character isn't resting, then logging out lasts 20 seconds and prevents us from using any actions. This is why Berserk doesn't work. Unfortunately, pre-casting GotVV and obtaining a pre-pull CC doesn't work as well because the buff expires in the meantime. This means one of the following two things: 1) either the cat player needs to log in early to cast GotVV, obtain a CC proc, and regenerate his energy (in case of 3/5 Furor), or 2) he needs to forget about the pre-pull CC proc.

    Based on this information, here's how the damage gain from the pre-pull Hysteria would change:

    1) Shorter duration

    Casting the druid buff triggers a caster GCD (1.5 sec) and puts the cat player in Tauren form. If that player has 3/5 Furor, he will need 4 seconds to regenerate his energy after going back in cat form. So, just from this we can reduce Hysteria's duration by 5 seconds (assuming GotVV is cast only once).

    Now we need to acknowledge usage of Hysteria during the log out period. For optimal results, the BDK needs to buff the cat player as late as possible before the latter logs out, though I suspect that most of the time it will be 1-2 seconds before that happens.

    Finally, let's talk address the time when the cat player logs back into the game. Now, I don't imagine that the cat player logs back into the game and immediately starts casting the druid buff, switches to cat form, and attacks the boss without delay. Imho, in a more realistic scenario the cat player would log in early to prepare and to position himself in peace. How early is speculative here, but I'd say 3 seconds for simplicity's sake.

    So, from all of this we can expect that the pre-pull Hysteria would last around 20 seconds.

    650*20/30 = 433.3(3)

    This is the damage we'd get if we decide to sacrifice a few seconds of Hysteria in favour of a pre-pull CC proc. However, what if we go w/o it?

    2) No pre-pull CC proc


    So 490 dps, but this also considers the presence of a 30 seconds-long Hysteria. If we skip on the pre-pull CC proc, we don't need to cast the druid buff and regenerate our energy because it will already be at 100. However, we still need time to prepare and position ourselves. This is why I will deduct only 5 seconds from the pre-pull Hysteria:

    490*25/30 = 408.3(3)

    Now that I've calculated the damage of the pre-pull Hysteria, let me do so with the pre-pull SR:

    B) Calculating the damage of the pre-pull SR

    As stated in the past, beginning with SR increases the damage of the first Mangle and first 2 AAs. VVe also cast Rip 2 seconds earlier because we go Mangle -> Rake -> Shred -> Rip instead of Mangle -> SR -> Rake -> Shred -> Shred -> Rip. This is why the damage gain from these attacks is:

    - buffed Mangle at start = 10,467.97 (2,597.32 damage gain)
    - 2 buffed AAs at start = 6,728.28 (1,669.42 damage gain)
    - extra Rip tick = 4,984.65 (4,984.65 damage gain)
    without trinket procs and Hysteria.

    Assuming the pre-pull SR has an extended duration (32+), we're no longer required to cast SR prior the second Rip. As a result, we are left with additional resources (i.e. energy and CPs) during the uptime of STS, DBVV, and Hysteria. VVe will either use them for a Shred or for a 5-CP FB depending on how aggressive we are with our CPs (and how lucky we are with CC procs at the beginning). According to Rawr:

    - an extra Shred would net us 21,883 damage with STS, DBVV (Str.), and Hysteria;
    - an extra 5-CP FB would net us 39,834 damage with STS, DBVV (Str.), and Hysteria;

    I add that damage to one mentioned above and get:

    • 2,597.32 + 1,669.42 + 4,984.65 + 21,883 = 31,134 or 259.45
    • 2,597.32 + 1,669.42 + 4,984.65 + 39,834 = 49,085 or 409.04

    C) Comparing the damage

    Admittedly, both pre-pull SR examples are weaker than the 20-sec pre-pull Hysteria, however if I ignore the example with the extra Shred, the damage difference between both pre-pull techniques is rather miniscule.

    D) Practicality

    Even though the pre-pull Hysteria requires less effort from the cat player - he just needs to log out and back in - this wastes a lot of raid time and slows down progression. Hysteria has a 3-min CD, and in order for the trick to work, the entire raid needs to wait for the BDK's Hysteria to come off CD before they engage the boss. VVhile it's not impossible, I seriously doubt that most guild RLs would allow this. I'm not even going to consider pug raids for obvious reasons.

    E) Other note-worthy things

    Going for a pre-pull Hysteria prevents the usage of the Gnomish Chicken (though, it's possible to log out with the Squawk and to keep it).
    III. Closing thoughts

    VVhile going for a pre-pull Hysteria is easier and stronger, it wastes a lot of raiding time, and as a result (I suspect) few RLs would actually allow it.

    Furthermore, I personally doubt that the current trinket ICD behaviour is intended because I can obtain two different DBVV procs at the same time:


    I'm aware that the pre-pull buff will have a very short duration after the log-out, but it doesn't change the fact that it's possible to have two diff. buffs, which was never documented before. However, this is just my personal speculation - I don't know how this used to work in retail and in Classic VVotLK. I cannot prove which interaction is Blizzlike, so I can't make a proper bug report. If someone knows, please let me know.

    .
    .
    .
    .
    .

    [Update 29.06.2025] There's a way to "improve" the pre-pull Hysteria opener. If the cat player goes to a city by using hearthstone or a mage portal, that person will enter "resting" status which will allow him to log out w/o delay. Before doing that, he can trigger his DBVV trinket and OoC talent, and pop Berserk. Once the raid group is ready to engage the boss, the cat player needs to accept a summon. These buffs will remain when he enters the instance.


    (0:31 my buffs remained after entering the raid instance)

    However, this comes with three major issues:

    1) The BDK needs to follow us to that city so that they can give us Hysteria.
    2) This will waste a lot of time - more so than before. If both players take a portal to a city, they need to head towards the nearest target dummy (or attackable critter), so that the cat player can trigger his DBVV trinket. Afterwards, the cat player casts Berserk and logs out, at which point the entire raid group waits 3 min for both Hysteria and Berserk to come off CD.
    3) The whole thing requires rly good coordination but the pay-off is small. Like, the whole summoning process lasts 10 seconds, which will greatly shorten the duration of the pre-pull Berserk and OoC proc. Only the pre-pull DBVV will have around 20s duration.

    Even then, I really doubt that this interaction is not some kind of a bug exploit.
    Edited: 1 Week Ago Reason: 29.06.2025 update

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