DK starting zone still has two bugs that hasn't been fixed since 2008. The first one is technically more of a glitch. When you hop into the cart and getting dragged up on the ship with the cannons, the cart sometimes glitch out and get the whole game camera to jump as the cart sort of lags up the ramp to the boat. The second one is when you have bombed the scarlet village from your great dragon, and go back to the lich king to get your helmet. You are still in combat for a long time, sometimes it never goes away until you delete wdb and wtf and relaunch the game. But mostly the combat will go away as you get out on the other side of the tunnel leading to the battle at lights hope chapel.
remember when dk presences were party wide buffs that stacked? i remember groups of dks in dungeons would all go blood and have an even harder time dying.
+Solomore Oh my god, My favorite was that Unholy Pressence gave 15% Movement Speed and stacked, so Alterac Valley for the first time with my DK was like 30 lv 58 DK's and bascially just zooming straight to the end at a ridiculous pace and getting caught on a tree stump or something caused you to fall so far behind because you were no longer caught up in the aura.
My favorite broken DK feature was how the original Blood/Frost/Unholy presence buffs were originally auras. And I believe for a brief amount of time they stacked. Alterac Valley was crazy, to say the least. At the end of MoP there was a period of time when Pandaria mobs' xp reward per kill did not scale down for low levels. I was able to level two characters from 1-80ish in about half an hour. They were not scaled back or anything, and I still have them at level 90.
DK auras did stack and the blood one was 5% lifesteal. If you went Naxx with 20 DKs you'd get 100% and I've always been pretty sure it should be possible to go full DKs at that time. Though honestly it lasted for like a month
I remember rezzing a dead mate during a 5-man. He was too busy playing Peggle to notice that he'd been brought back to life and was essentially AFK for the rest of the fight, which we wiped on. The boss had like 2k or 20k health left (something under 1%) and it would have been a kill if he'd even done like 3 seconds of DPS instead of playing Peggle.
Honorable Mention: Towards the end of BC with the Sunwell the Alliance use to have to fly from IF to the island which involved a loading screen. During one of the maintenance updates they gave locks the power to kill you on this flight. If you casted underwater breaking on someone just as they were talking to the flight master to take off they would come out of the load screen to the island with fatigue over the ocean. So the person would die from fatigue in the middle of the ocean with the only way to rez would be to accept rez sickness at the nearest graveyard as you could run back to your body, but would die again of fatigue. To normally swim back, die, rinse and repeat it took 41 deaths to just make it back to regular waters and not die of fatigue.
I image they would actually ban the guilds that abused Ret Paladins during the bug. Imagine "why did you ban our guild?", "because we fucked it up and Ret Paladins were overpowered", "Was it our fault?", "No, but tough luck".
It's happened before. I gaurentee if it was caught in 30min and maybe 5 guilds had used it to get kills they would have gotten 72hrs. As it was it just too many people had used it.
Jediskum still, it was included in their rotations. Some could simply be unaware that they are exploiting a bug. You could expect that your class was simply buffed so much for some reason if you don't follow any forums or updates notes. While using not intended item in this fight starts getting you the idea that you are doing something that was not intended. My point being that people could had mistaken that this is not a bug, but rather Blizzard made the class too IMBA.
Jediskum Paladins did not exploit anything. Their ability was bugged. To exploit something you have to try to sneak around game mechanic to cheat it. The saronite bombs were arguably a bug too and not an exploit since people brought these bombs to primarily deal extra damage, not break and exploit the game.
Reminder - "Sneaking around game mechanics" and "taking advantage of a bug" are the same thing to Blizzard. Punishment doesn't hinge on whether you had to do something normal or obscure, it hinges on how much advantage you can get from the situation and how many people got involved before it is fixed. Blizzard expects that if you start your raid and the Ret Paladin is obviously doing more damage than the rest of the raid combined you go "Oh Snap. This is bugged. Lets do something else til they fix this" and report the bug and move on. Not try to rush into bosses you couldn't beat before while you have the advantage.
RobiePAX thats what i said, it wasn't an exploit, neither of them were, and noone should've been banned. they just played the game how it was supossed to be played, and there was a bug.
I remember the days of 5 Death Knight runs of the BC dungeons because they were so insanely OP. I also remember Death Strike healing for pretty much 100% of your health.
I'd actually rather they keep wall-jumping. It simulates climbing effectively without putting in additional control schemes or mechanics. As much as it might break the game, it does open up the game a lot more. Really cool stuff.
Paul Staker there was ways to stop it from breaking the game, honestly when i got on early for a raid back then, i loved to just climb shit for the sake of it. sad that when i bought wod i couldn't do it anymore.
Hey there hirumaredx, I've been playing WoW for about 5 years now but one of the major bug I've found in PvP was actually in an arena, during end-Pandaria, where a monk could actually resurrect his team-mate. I found this out by paying attention to the monk (seeing as you should in Arenas), my friend died as we killed the monk's partner and it turned into a 1v1 match (which we ended in a draw). I let the monk run behind a pillar but directly in line of sight to his ally, whereupon he suddenly starts casting his resurrection spell. I knew I couldn't let him do it, though I would let the match drag out to the end just to see if it would work. So after 10 minutes of chasing the monk we were down to the 50 second mark. I stopped chasing the monk and allowed him to resurrect his ally, whilst making sure I was ready to kite them on my mount. He successfully resurrected his ally and they both chased me down. Just thought this was worth noting.
Similar to the sword with no level req. there was also a pickaxe rare treasure in pandaria that at least in the beta had none either. I made an alt on the beta when i found it and powerleveled for a bit just one-shotting everything.
+MegaFelicks yea, it's the problem that they try to make every class viable for pve-raids, so they all have to have the same dps. otherwise you would only have 5 classes in raids.
I remember Death Knights were able to freeze you while gripping or someway make you get the freeze and slow in the air, which made it so easy to kill others. Think it was fixed pretty fast but I had tons of fun with it :)
FYI the C'thun/oozling bug worked that the anyone who went down to kill tentacles could macro and spam the oozling pet. The temporary debuff wouldn't just stay, it also wouldn't clear the other oozling debuffs when reapplied. Back in vanilla, there was a debuff cap, this would fill the debuff cap and "push off" any unwanted debuffs. This would eliminate the damage caused in the stomach and allow people to stay down there and dps the tentacles non stop. This also tied in to a problem many raiding warlocks had back then; the bosses would hit the debuff cap, and the warlocks dots would fall off.
I remember a dagger that did "Arcane Damage" instead of physical damage in TBC (Definitely in the beta, not sure if it made it live). Meaning casters could melee for thousands of damage thanks to spell power
Another one that didn't make it to live from WotLK alpha/beta: before wotlk, paladins spell "lay on hands" had 1 hour cooldown. In WotLK it was reduced to 20 minutes. new item sets had bonuses reducing the cooldown by few minutes, but T3 had a 12 minute reduce as a set bonus. You were able to stack the bonuses to receive a free full health restore, glyphed to restore half mana too.
Back in Vanilla there were a couple of fun bugs involving priest's mind control. For one, if you mind controlled someone and jumped them off of some moving platforms (the boat from Theramore to Menethil for example), it could cause the person to fall through the world. The more interesting bug was how the game treated players under the mind control effect. When you cast MC on a player they were considered, from game's perspective, to be the priest's pet. This is very important because if they player died while under MC (a thing that was easy to accomplish with DoTs), the corps left behind was actually the corps of the priest's pet. What this meant was that if the player that got killed wanted to res, they either had to re-log into the game to fix the problem or they had to spirit res. Also, RIP wall jumping. I did very much enjoy exploring places I wasn't supposed to go :(
Oh I remember number 4, I made a warrior, went to WSG. I charged, rend, ran to next target, rend, continued, ended up with like 54 killing blows. Did this the whole day, so fun :P PS: ABout DKS in early wrath, if you tried to Death Grip a stunned target it made them DC, my friend got the arena mount thanks to that.
Hey buddy, great video, love the PvP footage, but there's one thing I Want to mention about the Dk, Death siphon used to be a lvl 60 talent (now 75 I think since WoD) It cost 1 death rune, if you picked frost, both blood runes would turn into death runes, 60 to 70 PvP was a nightmare cus Death siphon would take away about one third of any non tanks HP, so cast it twice on the same person and its almost gg
the explanation for the oozeling bug is that the debuff that turned you green took up 1 debuff slot on your character. using a macro you could summon the pet hundreds of times in a very short period, thereby putting hundreds of copies of the debuff on yourself, and forcing the stacking damage debuff caused by being in c'thun's stomach off your character (you could only have a finite number of debuffs and they would be removed in the order they were applied if you passed the 'cap'.) without the stacking damage debuff from being in the stomach there was nothing forcing you to leave, so you could stay and dps the stomach tentacles indefinitely.
I feel like mages spellsteal should be on here somewhere from when we could go into naxxramas and steal the Dks bone shield that absorbed 1millilon damage
One of my favorite broken things was a short time during WotLK when Pallys could viably heal in Protection spec. If I remember right, they had a talent that gave huge amounts of spell power from stamina, one that gave them insane mana regen and one that made flash of light crit for shit loads, all while the pally had the bulk and utility of a prot pally tank.
A note on the Shammy Windfury in Vanilla; Triggering a insane amount of hits was made even easier if you got the trinket from Dagran Thaurissan in Blackrock Depths (55+ 5man, if I recall things correctly) named Hand of Justice. This trinket was technically a "mini-windfury" all on it's own. Prior to some major changes being introduced to item procs, the hits triggered by this trinket could also proc Windfury, which in turn could proc the HoJ, on and on and on and on. The largest hit count I remember seeing in posted screenshots at the time was somewhere around 17 - which is completely absurd (Yet a lot of fun if you're the Shammy in question :D) While the above was true, some took to gearing towards the extra hit proc regardless class. Such as; Rogues would get the Ironfoe (Also from Dagran Thaurissan) which would cause 2 additional hits on proc + HoJ trinket + Windfury from Sham Buff = You're set. Me? I enjoyed doing this on my Warrior. I geared him up for PvP purposes only, although, compared to the other Warriors I completely ignored defensive stats and went for full %crit, STR, AGI and AP. He was an alt, only used for pure fun. I had him geared up around these stats; 49% Crit, 4.6k HP Unbuffed (Would pop a Flask of Titans if the situation called for it; +2k HP), can't really remember the AP at the moment and a 7% chance for extra hits. Five % came from the 2h Sword Spec and the remaining two came from the HoJ. Now, here is where it gets interesting. A Shammy with equivalent gear would crit a medium armor target for about 700 per swing. A Warrior would crit for over 1.2k - this is white hits - the Mortal Strike would hit for 1.8k. Most people only had about 4k, and even then only the non-Cloth classes. While 7% chance for an extra hit is fairly low, and a rare thing, when it happens - it's pure magic (Assuming Zin'Rokh, 3.8 Speed - That's what I was using); Battle Stance > Charge > Berserker Stance + Bloodthirst mid Charge > AA (700-1200 per swing) > MS (1000-1800). With a near 50% chance to Crit, it was a fairly common thing that both the first AA and the MS would crit, hence, about 3k instantaneous Damage. At this point, against most targets of equivalent gear, you would be a couple of health percentages away from an Execute (And Executes really hit hard back then) - but sometimes, when the extra hit procced, the target wouldn't even live long enough to get out of that Charge stun. Getting just one extra AA that crits would mean that the total damage would be slightly over 4.2k - which, as stated earlier, would end up one shotting most targets on the field. Warriors only got more insane with later gear, but for relatively early builds the extra hits were a godgiven gift. I got 6 AA's in a row at most on my Warrior. And that was on a Feral FC in WSG. Poor guy got absolutely demolished. Don't think he saw that coming. Then again; Neither did I. Let
Totally, the next video wont be a list one. I think I'll alternate between them from now on. The first dave and dev video did a lot better than I expected
For tanking specs, but works well for blood dk and Bmaster monks is stacking BA (Bonus Armor) from low level gears. Thus, exploiting tank passive ability called BLADED ARMOR. This was the thing when WOD first came out. But now, they lowered the gears BA stats but still useful until now.
One really awesome broken thing i remember was back in Wotlk (I think?) when for a few hours after a hotfix, after entering any instance you would have a bunch of rare companion pets you could only get from special events and stuff (Murloc spacemarine, murloc gladiator, some robot, some onyx cat and so on) In your post box. And also if you deleted the pets from your inventory instead/after learning them you could actually enter an instance again (i did it in Stormwind) and have all those pets send to you again, loot them and learn therm somehow and finish the 100 pet achievement that way as they counted towards it every single time
I don't remember exactly when this was but it was sometime between BC and Wrath of the Lich King. Where in Arathi Basin on the horde side. Using a mount you were able to get out of the starting area and start capping points before the match had even started.
There was a dancing rune weapon bug at one point, where if you were mounted with a dancing rune weapon active, you could spam death coil and dispatch anyone in seconds, lmao.
the one thing i remember from death knight at launch was the blood presensce having a 10% lifesteal raidwide buff that stacked. basicly a bg full of death knights ment everyone had 100-400% lifesteal next to already op self sustain and damage.
in eye of the storm you could get out of the starting "bubble" before the timer with big mounts or mechano hog, so you could walk over to the points and then instantly start capturing them when the start timer ended. :D
I felt that pallies being able to insta kill anything in vanilla should be on the list, back when you saved up a swing every time you got crit (forgot the name of the ability), the zul gurub plague was also awesome and insanely broken.
I'm surprised you didn't mention "Rampage" stacking, given that it was a 24 hotfix after being discovered. Pre-BC patch warriors were getting summoned after stacking it to one-shot levels, clearing all the Nightmare Dragons, and chunks of Naxxramas 40.
I still remember the wall climbing in wsg, so you could get the opponents flag and jump to the water channel, where allies would have to be able to do the same to even find you. Good times.
I remember during WotLK in Nax. Mage was able to spell steal from the Death Knight's bone armour. Making them invincible. Just keep one DK and reapply your bone armour. That was fixed quickly
Idk if it was a "broken" thing or if it just got nerfed really quickly but I think it started happening once the pre-patch for Draenor came out that my mages Ice Flow's spell (which allows you to cast any spell while moving with 3 charges and I think 12 sec cooldown per charge) started working for mounts, meaning I was able to summon my mount while moving. Once 6.1 came out it stopped working for that though. But in the short time I could get out of pretty much any unwanted ganking event by just casting my invisible then running to a cliff where I'd jump off slow fall, ice flow, and then mount WHILE IN THE AIR FALLING and ride away safely when I get to the ground. This even worked in bgs. If there was someone running away that just needed a little more blows I could ice flow, then mount up while still running after them and then catch up in order to give the killing blow. It was a really awesome ability that I'm really sad doesn't work anymore
I remmember the broken DK days... 3 DKs in a group each one with their presence a an aura, the crazy stats that frost presence gave you, the broken dots of the unholy and the army of dead in arenas.
was loads of broken things in vanilla, a few that springs to mind is when you cast summon the spell was a few feet away so if you stood close to a locked gate you could summon everyone past the gate, also if you died you had a release timer pop up, if you logged out with 1 second remaining when you logged back in you was a ghost at your corpse and able to res up, both of these came with a ban if caught
If i recall right, saronite bomb bug was only used on normal LK on the first week of ICC raid, the ban and the kill taken away forced ensidia to kill it with alts to stay in the pve course because it would delay their heroic start by one week (since killing LK nm was mandatory to unlock icc HM).
Some things I felt were missing. Battle shout triggered a mass ban wave due to a bug people exploited. You could stack the attack power bonus indefinitely, so every time you refreshed the shout, you you gain AP on top of what you already had, so people could stand inside raids for over an hour, stacking the buff, while having 1-2 healers and the warrior could just run around 1 shotting everything, while earning massive amounts of golds and epics, since the instance were attuned to drop gear/gold appropriate for 40 man raids. Also, season 5 Ret palas were tons more broken than DK’s ever were. They were literally a meme.
I don't remember exactly when, but dk's had an ability called Death Siphon that used death runes and healed u for i think it was 100% of dmg dealt. The broken part was that if used with certain other skills you could easily amass three death runes and then pop three Death Siphons instant. That may not sound too op exept that on lvl 64 when u got it it had the potential to crit for around 4k which meant instant death for most people if they were hit once or twice. Fun times
You forgot a big one! The ability to crash the entire server! In The Burning Crusade, right after arena teams were released, a bug surfaced. If you were invited to join an arena team, and the person that invited you logged off before you accepted, and you then accepted the invite after they had logged off, it would crash the entire server you were playing on! It would take roughly 5 minutes for the server to restart. It only lasted one night, but man, was that a fun night. There was just something so funny about disconnecting everyone on the server during raiding hours.
additional note about the season 5 death knights. When plague strike removed lifebloom, it didn't benefit from the "bloom" effect that normally happened when it expired or was dispelled. RIP resto driuds
Didnt knew about some of exoloits/broken things. You did great job with the vid. Keep with the good work. P.S. Attoment was never broken thing it worked perfectly.
oh yeah remember the ret pally bug, and i remember me and 2 other random paladins in AV just running to the boss and killing him in seconds and winning the bg in like 2-3 mins, fun times
during the seal of truth bug it also bugged seal of righteousness which would usually cleave to 2 other near targets but instead it was cleaving from itself so it literally let out a wave of cleaves that wouldnt end until everything was dead. I ditched Rated BG's that day to farm AV, it was glorious.
Liked the video would like to add 1 more shortlived bug in the DK season 5 I played unholy and unholy had some special ability that every time your DOT's would crit it would prog doing that damage to nearby enemies well the bug was if you had the same DOT on multiple enemies and one of the proged everyone of them proged. Also wiped out a whole raid in Ironforge with that bug.
There was a patch back in vanilla where rogues ambush and backstab did not require a dagger. It was only live for about 12 hours but a geared rogue could kill a geared tank just about instantly. Not many people knew about this bug, but it was funny. I tried it out in sm and had fun with the insane amount of instant damage.
Yeah also in WotLK beta, the chains of ice slowed ALL types of movement. Which meant that 5 DK's entered Hellfire Rampart, chain of ice'd a mob, then pulled them with that...I forgot it's name, taunt/pull ability and then the poor bastard started floating through the air very, very slowly and being completely helpless while we hacked it to pieces.
My favorite bugged ability was warlock demon summoning...some cata beta build - your vanity pets were in the same category as other pets, so they were replaced when you summoned instead of your actual demon. Went into some dungeons with like 200 demons. Was faster than it is now with L100 haha...
There was this bug back in vanilla that let you dc anyone in your faction. First, you would make a macro that was however many lines of /roll 1-10000 you could fit. Then you would invite that person to a group and start spamming the macro. Best part was, they wouldn't even have to accept the invite.
When WotlK came out, i was in groups with 5 DK's to do dungeons, the tank just came back as ghoul (as everyone else), I had a macro that had all the abillities in it and just spam that, it killed everything. Good times.
So, I know this was made awhile ago, but I have my own story of broken things in wow. So back in Cata ( don't know which patch) me and a pal were doing the recruit a friend grinding, and we also had a 3rd guy joining to help do random quest and what not. Short story is we were able to bring a max lvl char into any random que do them super quick and get the random que bonus. we were able to get to 18 to 55 in a span of hours cause of this fact, and it lasted for about a week.
The ooze bug for the C'thun was that you had to to have enough oozes to spam to fill up your de buff bar so that the debuff from C'thun would fall off so you would never have to leave his stomach.
There was a point pre-expansion where ret paladins would get a ridiculous amount of damage from hammer of wrath when popping avenging wrath, allowing them to 1 shot almost anyone in pvp with the finisher.
After watching the part about DKs, I feel like this bullshit is going to happen again with Demon Hunters in Legion. Be prepared to get facerolled by tons of little kids.
Back in mop my prot warrior topped damage until ilvl 530.... Raids, dungeons. All over the place. Was also indestructible wearing pve gear in pve before it scaled down. I mean going irni arena and faking until the other team leaves. 2nd wind healed me for 40k a tick.
I remember back in Wrath, I was in an Eye of the Storm. I think there were like seven of us, fighting a Death Knight, don't remember what spec. It was just the Death Knight. We had him backed up into a corner in the Mage Tower, yet the fight still lasted like 30 seconds and the Death Knight managed to kill two of us before we killed him. That's when I knew that DKs were broken
Neat video but I'm surprised you didn't mention the old level 50 paladin quest reward sword that didn't have bind on pickup with the other items without level requirements.
Also in Wrath, Dancing Rune Weapon on DK's would copy all of their buffs when it was cast and the rune weapon would mimic any spells the DK used while active. You could summon two armies of the dead, it was hilarious.
I remember way back in vanilla in Arathi Basin on my hunter....we used to have this ability that we could see a far distance, cant remember the name anymore....but you could use it before the match started against the fence then press forward and you would be on the other side thus allowing you to go cap a flag very quickly.
As a Pally tank from 2.3 on-wards we've been broken a few times, and in one case we didn't get fixed for a long ass time. Ardent Defender...any tank that's not a Paladin that raided ICC is crying right now.I used to love eating Soul Reapers on 25HC without cooldowns or eating Big Bangs without cooldowns in Ulduar, basically if you've got an alive healer, you're un-killable.(This was when it was a passive ability that does what it does now but passively) Oh yeah and Seal of Blood that thing was intended to be somewhat trollish of Blizzard, till they realized Bloodelf Paladins were decimating everything, and if you critted a tad too much even decimating yourself.
I enjoyed wall jumping. My guild used to do base jumping events to see who could do the coolest and most unique base jumps. Kinda died out after Wrath launched, as everyone just did Dal.
I remember a bug on a Wrath private server where you could oneshot almost everything with Drain Soul because it ticked for like 300k damage and 1200k damage when under 25%
I actually remember that Shaman Windfury "bug"...that shit was crazy. IMO that was THE biggest bug in WoW. Yes, not even OP DK's can compare with that...the burst damage they would do was just simply insane...
You forgot the Rogue dagger glitch towards the end of Mist of Pandaria from the "Battleworn Thrash Blade", I remember pulling 30k-40k single target after the patch the down-scaled everything. If it was an AOE fight I could pull 200k dps and sometimes I made some of the raiders crash from my dps.
I've seen a lot of people say that windfury could chain into itself, but I've never seen a video with this happening. The only thing I can think of is that people saw a windfury proc off of an attack and then another one off of a simultaneous stormstrike.
Does no one remember when Paladin's Holy Shock was broken and they could pretty much 1-2 shot players in PvP? The forums were swarming with complaints and screenshots of hpally's ridiculous chart topping damage. I only played twinks at the time and my hpally was geared out the ass. Was interesting to see dps run from my healer instead of trying to kill her. Good times, lol.
+Akai Otinashi I remember this, funny thing is I was leveling a paladin at the time, it was funny doing top dps in dungeons when I was queued as a healer :D
+BattousaiHBr Well this is a first. I've been using this icon for years and no one has ever recognized her character. Even when they ask who she is they've never heard of her.
Akai Otinashi it was kinda hard to distinguish but the hair braids and clothing freels gave it away. btw something tells me that account had previously a different use, ms. "ashleydataresearch"
+BattousaiHBr Haha, yes. This account was originally used for surveys, but when we had to connect our youtube and google accounts the name wasn't fitting. Sorry to disappoint if you were hoping my name was really Akai. Lol.
In MOP near the end of SoO. I saw a few combat rogues using the heirloom 1h sword that gave you a chance to swing again and it was hella broken. Rogues were doing some crazy ass dps while using that weapon.
there was a quest for paladin during the beta ( vanilla ) that would give you a level 50 sword, but it was not bound, and there were no level required, best weapon ever to start a warrior at the time :D Also, there was a weird bug with the paladin during beta, if you had something like 2/3 ( or was it 3/4 ? ) on blessing of wisdom, and tried to summon your pally mount, you would get a Kodo. Fun times !
also one funny / broken mechanic was in early MoP I believe (or cata?) that shamans had a % of their healing / damage done turn into AOE healing to the raid for as long as they were standing in their healing rain. This gave my enh. shaman a nr. 2 - 3 spot on the healer list while only giving up 1 lightning bolt every 10 sec or so. Really sweet
DK starting zone still has two bugs that hasn't been fixed since 2008.
The first one is technically more of a glitch. When you hop into the cart and getting dragged up on the ship with the cannons, the cart sometimes glitch out and get the whole game camera to jump as the cart sort of lags up the ramp to the boat.
The second one is when you have bombed the scarlet village from your great dragon, and go back to the lich king to get your helmet. You are still in combat for a long time, sometimes it never goes away until you delete wdb and wtf and relaunch the game. But mostly the combat will go away as you get out on the other side of the tunnel leading to the battle at lights hope chapel.
I remember when dungeon groups consisted of only death knights in early wrath. Who needs a healer or tank?! :D
Really enjoyed this list, had no idea about a lot of these broken things.
TheLazyPeon You lie
Ognjen Basic You gay
Le epic Troll And why does it matter?
Alex Creepypasta because
damn it feels good to be a gangster
Le epic Troll Just want to remind you that being gay is not something bad.
remember when dk presences were party wide buffs that stacked? i remember groups of dks in dungeons would all go blood and have an even harder time dying.
+Solomore Oh my god, My favorite was that Unholy Pressence gave 15% Movement Speed and stacked, so Alterac Valley for the first time with my DK was like 30 lv 58 DK's and bascially just zooming straight to the end at a ridiculous pace and getting caught on a tree stump or something caused you to fall so far behind because you were no longer caught up in the aura.
+TheoreticallyInsane Or the endless death grip resets upon honor/xp.
My favorite broken DK feature was how the original Blood/Frost/Unholy presence buffs were originally auras. And I believe for a brief amount of time they stacked. Alterac Valley was crazy, to say the least.
At the end of MoP there was a period of time when Pandaria mobs' xp reward per kill did not scale down for low levels. I was able to level two characters from 1-80ish in about half an hour. They were not scaled back or anything, and I still have them at level 90.
Jon M timeless isle was funny for taht bug
DK auras did stack and the blood one was 5% lifesteal. If you went Naxx with 20 DKs you'd get 100% and I've always been pretty sure it should be possible to go full DKs at that time. Though honestly it lasted for like a month
I think that rising a dead mate as a ghoul was one of the best mechanic in an MMORPG ever. Too bad they had to nerf everything just cause "balance".
it was the most retarded op shit in the game, maybe it would be acceptable if it wasn't allowed in arena however it was
I remember rezzing a dead mate during a 5-man. He was too busy playing Peggle to notice that he'd been brought back to life and was essentially AFK for the rest of the fight, which we wiped on. The boss had like 2k or 20k health left (something under 1%) and it would have been a kill if he'd even done like 3 seconds of DPS instead of playing Peggle.
Honorable Mention: Towards the end of BC with the Sunwell the Alliance use to have to fly from IF to the island which involved a loading screen. During one of the maintenance updates they gave locks the power to kill you on this flight. If you casted underwater breaking on someone just as they were talking to the flight master to take off they would come out of the load screen to the island with fatigue over the ocean. So the person would die from fatigue in the middle of the ocean with the only way to rez would be to accept rez sickness at the nearest graveyard as you could run back to your body, but would die again of fatigue. To normally swim back, die, rinse and repeat it took 41 deaths to just make it back to regular waters and not die of fatigue.
I image they would actually ban the guilds that abused Ret Paladins during the bug. Imagine "why did you ban our guild?", "because we fucked it up and Ret Paladins were overpowered", "Was it our fault?", "No, but tough luck".
It's happened before. I gaurentee if it was caught in 30min and maybe 5 guilds had used it to get kills they would have gotten 72hrs. As it was it just too many people had used it.
Jediskum still, it was included in their rotations. Some could simply be unaware that they are exploiting a bug. You could expect that your class was simply buffed so much for some reason if you don't follow any forums or updates notes. While using not intended item in this fight starts getting you the idea that you are doing something that was not intended.
My point being that people could had mistaken that this is not a bug, but rather Blizzard made the class too IMBA.
Jediskum Paladins did not exploit anything. Their ability was bugged. To exploit something you have to try to sneak around game mechanic to cheat it. The saronite bombs were arguably a bug too and not an exploit since people brought these bombs to primarily deal extra damage, not break and exploit the game.
Reminder - "Sneaking around game mechanics" and "taking advantage of a bug" are the same thing to Blizzard. Punishment doesn't hinge on whether you had to do something normal or obscure, it hinges on how much advantage you can get from the situation and how many people got involved before it is fixed.
Blizzard expects that if you start your raid and the Ret Paladin is obviously doing more damage than the rest of the raid combined you go "Oh Snap. This is bugged. Lets do something else til they fix this" and report the bug and move on. Not try to rush into bosses you couldn't beat before while you have the advantage.
RobiePAX thats what i said, it wasn't an exploit, neither of them were, and noone should've been banned. they just played the game how it was supossed to be played, and there was a bug.
I remember the days of 5 Death Knight runs of the BC dungeons because they were so insanely OP. I also remember Death Strike healing for pretty much 100% of your health.
I'd actually rather they keep wall-jumping.
It simulates climbing effectively without putting in additional control schemes or mechanics.
As much as it might break the game, it does open up the game a lot more.
Really cool stuff.
Paul Staker there was ways to stop it from breaking the game, honestly when i got on early for a raid back then, i loved to just climb shit for the sake of it. sad that when i bought wod i couldn't do it anymore.
NetherPrime
I think this is one of the real reasons people
want Vanilla WoW lol.
Paul Staker There was a patch in wotlk, where you could wall climb a lot things with levitate.
Dezső Drózdi
lol I don't see it now. I can't even jump with levitate.
Paul Staker Wall running up into the IF Runway and the Gate of IF, good times.
Dear Old Windfury Totem,
Rest in peace, you are sorely missed.
Sincerely,
A Vanilla Arms Warrior
dude Shamans were so fking good back then lol from down rank chain healing to windfury totems.. truly strong.
Also sincerely, combat rogues :)
Yeah no u sucked u not a wow GOD stfu noob u didnt play in vanilla
Sincerely
An actual vanilla player
@@mclovin533 God I have never seen a sadder message about wow then this. And that takes effort
@@OhNoTheFace he's such a sweaty wowclassic andy xD
Hey there hirumaredx, I've been playing WoW for about 5 years now but one of the major bug I've found in PvP was actually in an arena, during end-Pandaria, where a monk could actually resurrect his team-mate.
I found this out by paying attention to the monk (seeing as you should in Arenas), my friend died as we killed the monk's partner and it turned into a 1v1 match (which we ended in a draw). I let the monk run behind a pillar but directly in line of sight to his ally, whereupon he suddenly starts casting his resurrection spell.
I knew I couldn't let him do it, though I would let the match drag out to the end just to see if it would work. So after 10 minutes of chasing the monk we were down to the 50 second mark. I stopped chasing the monk and allowed him to resurrect his ally, whilst making sure I was ready to kite them on my mount. He successfully resurrected his ally and they both chased me down.
Just thought this was worth noting.
you should of mentioned the non stop DG in PVP when dk's came out . literally being yanked from player to player unable to do shit
Great video! For your next video you should do "top ten world of Warcraft crazy back stories" or just more random facts ;)
I was thinking of doing a "107 fun facts" video, which is kinda the same
Yes! I love your fun facts! Your amazing, keep it up :)
Any idea of when u will have it out?
Robert Even
oh I dont plan on starting it for like another month or two. I want to gather a whole bunch of new material for that.
hirumaredx OK, but quick question, in your opinion what are the best classes for PvP?
Similar to the sword with no level req. there was also a pickaxe rare treasure in pandaria that at least in the beta had none either. I made an alt on the beta when i found it and powerleveled for a bit just one-shotting everything.
top 10 broken things in wow ... 1-10: pvp balancing
+jacob ladder
people hear what they wanna hear.
+MegaFelicks yea, it's the problem that they try to make every class viable for pve-raids, so they all have to have the same dps. otherwise you would only have 5 classes in raids.
3:49 LOL that's some NEXT level damage there: "SO MUCH damage that not only do you die, you get out of the universe"
I remember Death Knights were able to freeze you while gripping or someway make you get the freeze and slow in the air, which made it so easy to kill others. Think it was fixed pretty fast but I had tons of fun with it :)
FYI the C'thun/oozling bug worked that the anyone who went down to kill tentacles could macro and spam the oozling pet. The temporary debuff wouldn't just stay, it also wouldn't clear the other oozling debuffs when reapplied. Back in vanilla, there was a debuff cap, this would fill the debuff cap and "push off" any unwanted debuffs. This would eliminate the damage caused in the stomach and allow people to stay down there and dps the tentacles non stop.
This also tied in to a problem many raiding warlocks had back then; the bosses would hit the debuff cap, and the warlocks dots would fall off.
I remember a dagger that did "Arcane Damage" instead of physical damage in TBC (Definitely in the beta, not sure if it made it live). Meaning casters could melee for thousands of damage thanks to spell power
Man, that Unbreakable footage during the Windfury section. That brings back some memories.
That jumping thing was pretty funny. I remember climbing into mount Hyjal with a friend of mine, when it was locked in BC
Another one that didn't make it to live from WotLK alpha/beta: before wotlk, paladins spell "lay on hands" had 1 hour cooldown. In WotLK it was reduced to 20 minutes. new item sets had bonuses reducing the cooldown by few minutes, but T3 had a 12 minute reduce as a set bonus. You were able to stack the bonuses to receive a free full health restore, glyphed to restore half mana too.
Back in Vanilla there were a couple of fun bugs involving priest's mind control. For one, if you mind controlled someone and jumped them off of some moving platforms (the boat from Theramore to Menethil for example), it could cause the person to fall through the world. The more interesting bug was how the game treated players under the mind control effect. When you cast MC on a player they were considered, from game's perspective, to be the priest's pet. This is very important because if they player died while under MC (a thing that was easy to accomplish with DoTs), the corps left behind was actually the corps of the priest's pet. What this meant was that if the player that got killed wanted to res, they either had to re-log into the game to fix the problem or they had to spirit res.
Also, RIP wall jumping. I did very much enjoy exploring places I wasn't supposed to go :(
Oh I remember number 4, I made a warrior, went to WSG. I charged, rend, ran to next target, rend, continued, ended up with like 54 killing blows. Did this the whole day, so fun :P
PS: ABout DKS in early wrath, if you tried to Death Grip a stunned target it made them DC, my friend got the arena mount thanks to that.
Hey buddy, great video, love the PvP footage, but there's one thing I Want to mention about the Dk, Death siphon used to be a lvl 60 talent (now 75 I think since WoD) It cost 1 death rune, if you picked frost, both blood runes would turn into death runes, 60 to 70 PvP was a nightmare cus Death siphon would take away about one third of any non tanks HP, so cast it twice on the same person and its almost gg
damn thats OP
Yeah :P i never dared go into a bg anywhere near 60
Thanks for the update! Will share with my subscribers!
Nice video i would not mind seeing one video over some the past raid exploits.
the explanation for the oozeling bug is that the debuff that turned you green took up 1 debuff slot on your character. using a macro you could summon the pet hundreds of times in a very short period, thereby putting hundreds of copies of the debuff on yourself, and forcing the stacking damage debuff caused by being in c'thun's stomach off your character (you could only have a finite number of debuffs and they would be removed in the order they were applied if you passed the 'cap'.) without the stacking damage debuff from being in the stomach there was nothing forcing you to leave, so you could stay and dps the stomach tentacles indefinitely.
Enjoyed the list. Few things I did not know about.
I feel like mages spellsteal should be on here somewhere from when we could go into naxxramas and steal the Dks bone shield that absorbed 1millilon damage
One of my favorite broken things was a short time during WotLK when Pallys could viably heal in Protection spec. If I remember right, they had a talent that gave huge amounts of spell power from stamina, one that gave them insane mana regen and one that made flash of light crit for shit loads, all while the pally had the bulk and utility of a prot pally tank.
A note on the Shammy Windfury in Vanilla; Triggering a insane amount of hits was made even easier if you got the trinket from Dagran Thaurissan in Blackrock Depths (55+ 5man, if I recall things correctly) named Hand of Justice. This trinket was technically a "mini-windfury" all on it's own. Prior to some major changes being introduced to item procs, the hits triggered by this trinket could also proc Windfury, which in turn could proc the HoJ, on and on and on and on. The largest hit count I remember seeing in posted screenshots at the time was somewhere around 17 - which is completely absurd (Yet a lot of fun if you're the Shammy in question :D)
While the above was true, some took to gearing towards the extra hit proc regardless class. Such as; Rogues would get the Ironfoe (Also from Dagran Thaurissan) which would cause 2 additional hits on proc + HoJ trinket + Windfury from Sham Buff = You're set.
Me? I enjoyed doing this on my Warrior. I geared him up for PvP purposes only, although, compared to the other Warriors I completely ignored defensive stats and went for full %crit, STR, AGI and AP. He was an alt, only used for pure fun. I had him geared up around these stats; 49% Crit, 4.6k HP Unbuffed (Would pop a Flask of Titans if the situation called for it; +2k HP), can't really remember the AP at the moment and a 7% chance for extra hits. Five % came from the 2h Sword Spec and the remaining two came from the HoJ.
Now, here is where it gets interesting. A Shammy with equivalent gear would crit a medium armor target for about 700 per swing. A Warrior would crit for over 1.2k - this is white hits - the Mortal Strike would hit for 1.8k. Most people only had about 4k, and even then only the non-Cloth classes.
While 7% chance for an extra hit is fairly low, and a rare thing, when it happens - it's pure magic (Assuming Zin'Rokh, 3.8 Speed - That's what I was using); Battle Stance > Charge > Berserker Stance + Bloodthirst mid Charge > AA (700-1200 per swing) > MS (1000-1800). With a near 50% chance to Crit, it was a fairly common thing that both the first AA and the MS would crit, hence, about 3k instantaneous Damage. At this point, against most targets of equivalent gear, you would be a couple of health percentages away from an Execute (And Executes really hit hard back then) - but sometimes, when the extra hit procced, the target wouldn't even live long enough to get out of that Charge stun. Getting just one extra AA that crits would mean that the total damage would be slightly over 4.2k - which, as stated earlier, would end up one shotting most targets on the field.
Warriors only got more insane with later gear, but for relatively early builds the extra hits were a godgiven gift. I got 6 AA's in a row at most on my Warrior. And that was on a Feral FC in WSG. Poor guy got absolutely demolished. Don't think he saw that coming. Then again; Neither did I.
Let
Its funny how top lists works. Lots of people love them. Good way to make some sweet yt cash. Good video as always Hiru.
Totally, the next video wont be a list one. I think I'll alternate between them from now on. The first dave and dev video did a lot better than I expected
I sound like such a fanboy lol but i thoroughly enjoy all your videos. They are well put together and informative. Keep diing you brother
For tanking specs, but works well for blood dk and Bmaster monks is stacking BA (Bonus Armor) from low level gears. Thus, exploiting tank passive ability called BLADED ARMOR. This was the thing when WOD first came out. But now, they lowered the gears BA stats but still useful until now.
One really awesome broken thing i remember was back in Wotlk (I think?) when for a few hours after a hotfix, after entering any instance you would have a bunch of rare companion pets you could only get from special events and stuff (Murloc spacemarine, murloc gladiator, some robot, some onyx cat and so on) In your post box.
And also if you deleted the pets from your inventory instead/after learning them you could actually enter an instance again (i did it in Stormwind) and have all those pets send to you again, loot them and learn therm somehow and finish the 100 pet achievement that way as they counted towards it every single time
I don't remember exactly when this was but it was sometime between BC and Wrath of the Lich King.
Where in Arathi Basin on the horde side. Using a mount you were able to get out of the starting area and start capping points before the match had even started.
There was a dancing rune weapon bug at one point, where if you were mounted with a dancing rune weapon active, you could spam death coil and dispatch anyone in seconds, lmao.
the one thing i remember from death knight at launch was the blood presensce having a 10% lifesteal raidwide buff that stacked. basicly a bg full of death knights ment everyone had 100-400% lifesteal next to already op self sustain and damage.
thought my spirit would be on this list throughout the whole of WoD...
in eye of the storm you could get out of the starting "bubble" before the timer with big mounts or mechano hog, so you could walk over to the points and then instantly start capturing them when the start timer ended. :D
I felt that pallies being able to insta kill anything in vanilla should be on the list, back when you saved up a swing every time you got crit (forgot the name of the ability), the zul gurub plague was also awesome and insanely broken.
I'm surprised you didn't mention "Rampage" stacking, given that it was a 24 hotfix after being discovered. Pre-BC patch warriors were getting summoned after stacking it to one-shot levels, clearing all the Nightmare Dragons, and chunks of Naxxramas 40.
I still remember the wall climbing in wsg, so you could get the opponents flag and jump to the water channel, where allies would have to be able to do the same to even find you. Good times.
I remember during WotLK in Nax. Mage was able to spell steal from the Death Knight's bone armour. Making them invincible. Just keep one DK and reapply your bone armour. That was fixed quickly
I remember this!
Good on ya for not including the pally world boss one shot, we've heard about it so many times, we dont need to hear about it again
walljumping was one of the most fun things about vanilla and TBC, everyone used to hang out on goldshire Inn's roof :D
Idk if it was a "broken" thing or if it just got nerfed really quickly but I think it started happening once the pre-patch for Draenor came out that my mages Ice Flow's spell (which allows you to cast any spell while moving with 3 charges and I think 12 sec cooldown per charge) started working for mounts, meaning I was able to summon my mount while moving. Once 6.1 came out it stopped working for that though. But in the short time I could get out of pretty much any unwanted ganking event by just casting my invisible then running to a cliff where I'd jump off slow fall, ice flow, and then mount WHILE IN THE AIR FALLING and ride away safely when I get to the ground. This even worked in bgs. If there was someone running away that just needed a little more blows I could ice flow, then mount up while still running after them and then catch up in order to give the killing blow. It was a really awesome ability that I'm really sad doesn't work anymore
I remmember the broken DK days... 3 DKs in a group each one with their presence a an aura, the crazy stats that frost presence gave you, the broken dots of the unholy and the army of dead in arenas.
was loads of broken things in vanilla, a few that springs to mind is when you cast summon the spell was a few feet away so if you stood close to a locked gate you could summon everyone past the gate, also if you died you had a release timer pop up, if you logged out with 1 second remaining when you logged back in you was a ghost at your corpse and able to res up, both of these came with a ban if caught
If i recall right, saronite bomb bug was only used on normal LK on the first week of ICC raid, the ban and the kill taken away forced ensidia to kill it with alts to stay in the pve course because it would delay their heroic start by one week (since killing LK nm was mandatory to unlock icc HM).
I miss Walljumping soo soo soo much:(
It came back for a brief moment in 5.0.4 check my page for videos on it
the ret pally bug disconnecting their enemies is just hilarious to me. like imagine getting killed so hard you disconnect from the game. lmao
Should have included the rampage bug warriors had! I got a 3 day ban for that...
Ah yes, Blizzard creates bugs, players use them, blizz blames the players and removes their achievements and/or bans them
Jup thats exactly what they do
Bugs aren't made they're accidents. Blizzard bans players because it's obvious that it's a bug and the player doesn't HAVE to use it.
the rules literally say "DO NOT ABUSE BUGS"
+0verd0se yes but for the pally one they shouldn't have to stop using a ability to avoid the bug
That's why no one got banned for using it, not to mention it was only out for 4 hours.
Some things I felt were missing. Battle shout triggered a mass ban wave due to a bug people exploited. You could stack the attack power bonus indefinitely, so every time you refreshed the shout, you you gain AP on top of what you already had, so people could stand inside raids for over an hour, stacking the buff, while having 1-2 healers and the warrior could just run around 1 shotting everything, while earning massive amounts of golds and epics, since the instance were attuned to drop gear/gold appropriate for 40 man raids.
Also, season 5 Ret palas were tons more broken than DK’s ever were. They were literally a meme.
I don't remember exactly when, but dk's had an ability called Death Siphon that used death runes and healed u for i think it was 100% of dmg dealt. The broken part was that if used with certain other skills you could easily amass three death runes and then pop three Death Siphons instant. That may not sound too op exept that on lvl 64 when u got it it had the potential to crit for around 4k which meant instant death for most people if they were hit once or twice. Fun times
You forgot a big one! The ability to crash the entire server! In The Burning Crusade, right after arena teams were released, a bug surfaced. If you were invited to join an arena team, and the person that invited you logged off before you accepted, and you then accepted the invite after they had logged off, it would crash the entire server you were playing on! It would take roughly 5 minutes for the server to restart. It only lasted one night, but man, was that a fun night. There was just something so funny about disconnecting everyone on the server during raiding hours.
additional note about the season 5 death knights. When plague strike removed lifebloom, it didn't benefit from the "bloom" effect that normally happened when it expired or was dispelled. RIP resto driuds
Didnt knew about some of exoloits/broken things. You did great job with the vid. Keep with the good work. P.S. Attoment was never broken thing it worked perfectly.
oh yeah remember the ret pally bug, and i remember me and 2 other random paladins in AV just running to the boss and killing him in seconds and winning the bg in like 2-3 mins, fun times
during the seal of truth bug it also bugged seal of righteousness which would usually cleave to 2 other near targets but instead it was cleaving from itself so it literally let out a wave of cleaves that wouldnt end until everything was dead. I ditched Rated BG's that day to farm AV, it was glorious.
Liked the video would like to add 1 more shortlived bug in the DK season 5 I played unholy and unholy had some special ability that every time your DOT's would crit it would prog doing that damage to nearby enemies well the bug was if you had the same DOT on multiple enemies and one of the proged everyone of them proged. Also wiped out a whole raid in Ironforge with that bug.
Really enjoyed this video!
There was a patch back in vanilla where rogues ambush and backstab did not require a dagger. It was only live for about 12 hours but a geared rogue could kill a geared tank just about instantly. Not many people knew about this bug, but it was funny. I tried it out in sm and had fun with the insane amount of instant damage.
Yeah also in WotLK beta, the chains of ice slowed ALL types of movement. Which meant that 5 DK's entered Hellfire Rampart, chain of ice'd a mob, then pulled them with that...I forgot it's name, taunt/pull ability and then the poor bastard started floating through the air very, very slowly and being completely helpless while we hacked it to pieces.
This was 7 years ago? Holy shit....
My favorite bugged ability was warlock demon summoning...some cata beta build - your vanity pets were in the same category as other pets, so they were replaced when you summoned instead of your actual demon. Went into some dungeons with like 200 demons. Was faster than it is now with L100 haha...
There was this bug back in vanilla that let you dc anyone in your faction. First, you would make a macro that was however many lines of /roll 1-10000 you could fit. Then you would invite that person to a group and start spamming the macro. Best part was, they wouldn't even have to accept the invite.
Omg, I DO remember that ret pally bug in Cata. I didn't get to experience it myself, but I remember the fallout from it
When WotlK came out, i was in groups with 5 DK's to do dungeons, the tank just came back as ghoul (as everyone else), I had a macro that had all the abillities in it and just spam that, it killed everything. Good times.
So, I know this was made awhile ago, but I have my own story of broken things in wow. So back in Cata ( don't know which patch) me and a pal were doing the recruit a friend grinding, and we also had a 3rd guy joining to help do random quest and what not. Short story is we were able to bring a max lvl char into any random que do them super quick and get the random que bonus. we were able to get to 18 to 55 in a span of hours cause of this fact, and it lasted for about a week.
The ooze bug for the C'thun was that you had to to have enough oozes to spam to fill up your de buff bar so that the debuff from C'thun would fall off so you would never have to leave his stomach.
lol I remember wall jumping you could get into caverns of time before it was open to the public in vanilla and BC before it was opened up.
There was a point pre-expansion where ret paladins would get a ridiculous amount of damage from hammer of wrath when popping avenging wrath, allowing them to 1 shot almost anyone in pvp with the finisher.
DK's "raise Ally" used to be dungeon saving for me. Being able to get that extra bit of dps in at the end.
After watching the part about DKs, I feel like this bullshit is going to happen again with Demon Hunters in Legion. Be prepared to get facerolled by tons of little kids.
+Durgenheim they dont seem op to me
+TheSpyChecker top damage in Legion right now...raid groups use at least 8 of them..
Back in mop my prot warrior topped damage until ilvl 530....
Raids, dungeons. All over the place. Was also indestructible wearing pve gear in pve before it scaled down. I mean going irni arena and faking until the other team leaves. 2nd wind healed me for 40k a tick.
As of right now they are strong but its not to the point of the Death Knight in Wotlk. Original DK was truly op in every scenario of the game.
Havoc Demon Hunters are actually pretty shitty in pvp. They have little sustain and they die really easily.
it was first LichKing normal kill. heroic wasnt even open yet. and they fixed it before the heroic was available. but nice video like always!
You forgot to mention the all time bug that's never been fixed. Stealth o.O
Robert Schwartzback lel kid
bronson carter i think its a joke lel
aiden head lel i no ked
k den lel
Robert Schwartzback Mage's blink never got fixed either! Still doesnt work to this day
I remember back in Wrath, I was in an Eye of the Storm. I think there were like seven of us, fighting a Death Knight, don't remember what spec. It was just the Death Knight. We had him backed up into a corner in the Mage Tower, yet the fight still lasted like 30 seconds and the Death Knight managed to kill two of us before we killed him. That's when I knew that DKs were broken
Neat video but I'm surprised you didn't mention the old level 50 paladin quest reward sword that didn't have bind on pickup with the other items without level requirements.
Also in Wrath, Dancing Rune Weapon on DK's would copy all of their buffs when it was cast and the rune weapon would mimic any spells the DK used while active. You could summon two armies of the dead, it was hilarious.
I remember way back in vanilla in Arathi Basin on my hunter....we used to have this ability that we could see a far distance, cant remember the name anymore....but you could use it before the match started against the fence then press forward and you would be on the other side thus allowing you to go cap a flag very quickly.
Hey awesome video mate soo cool !! Good job
As a Pally tank from 2.3 on-wards we've been broken a few times, and in one case we didn't get fixed for a long ass time.
Ardent Defender...any tank that's not a Paladin that raided ICC is crying right now.I used to love eating Soul Reapers on 25HC without cooldowns or eating Big Bangs without cooldowns in Ulduar, basically if you've got an alive healer, you're un-killable.(This was when it was a passive ability that does what it does now but passively)
Oh yeah and Seal of Blood that thing was intended to be somewhat trollish of Blizzard, till they realized Bloodelf Paladins were decimating everything, and if you critted a tad too much even decimating yourself.
I enjoyed wall jumping. My guild used to do base jumping events to see who could do the coolest and most unique base jumps. Kinda died out after Wrath launched, as everyone just did Dal.
I remember a bug on a Wrath private server where you could oneshot almost everything with Drain Soul because it ticked for like 300k damage and 1200k damage when under 25%
I actually remember that Shaman Windfury "bug"...that shit was crazy. IMO that was THE biggest bug in WoW. Yes, not even OP DK's can compare with that...the burst damage they would do was just simply insane...
You forgot the Rogue dagger glitch towards the end of Mist of Pandaria from the "Battleworn Thrash Blade", I remember pulling 30k-40k single target after the patch the down-scaled everything. If it was an AOE fight I could pull 200k dps and sometimes I made some of the raiders crash from my dps.
really amazed you didnt mention older paldins in pvp. back when you had three lives thanks to lay on hands and bubble healing.
I've seen a lot of people say that windfury could chain into itself, but I've never seen a video with this happening. The only thing I can think of is that people saw a windfury proc off of an attack and then another one off of a simultaneous stormstrike.
Does no one remember when Paladin's Holy Shock was broken and they could pretty much 1-2 shot players in PvP? The forums were swarming with complaints and screenshots of hpally's ridiculous chart topping damage. I only played twinks at the time and my hpally was geared out the ass. Was interesting to see dps run from my healer instead of trying to kill her. Good times, lol.
+Akai Otinashi I remember this, funny thing is I was leveling a paladin at the time, it was funny doing top dps in dungeons when I was queued as a healer :D
+Akai Otinashi
is that... dark-skinned reimu?!
+BattousaiHBr Well this is a first. I've been using this icon for years and no one has ever recognized her character. Even when they ask who she is they've never heard of her.
Akai Otinashi
it was kinda hard to distinguish but the hair braids and clothing freels gave it away.
btw something tells me that account had previously a different use, ms. "ashleydataresearch"
+BattousaiHBr Haha, yes. This account was originally used for surveys, but when we had to connect our youtube and google accounts the name wasn't fitting. Sorry to disappoint if you were hoping my name was really Akai. Lol.
Actually, the Kaluak fishing pole was from early Wrath. Other than that, nice video! I remember the WF procs :D
This is a great and well produced video. I learned a lot and am not hired by Fiver
In MOP near the end of SoO. I saw a few combat rogues using the heirloom 1h sword that gave you a chance to swing again and it was hella broken. Rogues were doing some crazy ass dps while using that weapon.
Arathi Basin bug and vanilla prot pala with reckoning should be here atleast as honorable mentions :D
there was a quest for paladin during the beta ( vanilla ) that would give you a level 50 sword, but it was not bound, and there were no level required, best weapon ever to start a warrior at the time :D
Also, there was a weird bug with the paladin during beta, if you had something like 2/3 ( or was it 3/4 ? ) on blessing of wisdom, and tried to summon your pally mount, you would get a Kodo.
Fun times !
Nice video, keep them coming !
Before wall smoothing there was a levitate glitch that made it so that you could move up any wall... I got over the greymane wall before flying
also one funny / broken mechanic was in early MoP I believe (or cata?) that shamans had a % of their healing / damage done turn into AOE healing to the raid for as long as they were standing in their healing rain. This gave my enh. shaman a nr. 2 - 3 spot on the healer list while only giving up 1 lightning bolt every 10 sec or so. Really sweet
I remember healing rain