I'm going to be honest, I'm not even sure I understand how the lock swapped. Was it heal agro so that when the Rooster tank died it opened Yael up to RI?
In that specific video Golden Roosters doesn't don't taunt off their main tank, the main tank eats a DT and the person number 2 in threat is the RI guy that blew ten charges of a Bladestopper. Blow ten charges, sit, enemy tank eats shit (avoidable with Yael), you've got top aggro, Yael swings at you, lock breaks, it's a dps race.
It's not in the spirit of the mechanic but there's been no clarification either.
Wasn't there for that contest but sometimes you just get a bunch of failed taunts and the tank eats one.
More exploiting
We were doing splits for offnight Phinny/Yael and decided to jump in and not combine out of laziness, as one split still had to do their dz. 12-15ish were able to participate from the split that tagged it first.
RI did a good job moving and killing Yael.
Hook me up with the list for blocking portsWhile we're here,
Something people can do to make this more difficult in the future is set up buff block macros. You can choose up to forty different beneficial spells and buffs to be impossible to cast on you.
View attachment 479120View attachment 479121
You can add spells by name, you can right click the buff and add it that way
View attachment 479122
or you can use the macro /blockspell add me with then a list of numbers after it corresponding to each spell you want to block. To find any particular spell's number you can use Allakhazam or Lucy
View attachment 479123View attachment 479125
/blockspell add me 484
View attachment 479127
Now no one can cast Rune IV on you. If they try absolutely nothing happens. They don't get a message, you don't get a message and there's no effect of any kind. They don't pop on to the aggro list. There's no threat gained.
A full list of spells you can block for each class would look like this
Cleric
11 200 202 203 215 212 17 213 227 219 224 12 226 485 225 368 228 89 15 468 244 18 96 62 9 487 504 312 60 19 63 61 488 314 64 20 6878 97
Druid
200 224 26 213 203 86 256 268 17 225 278 80 261 263 273 12 226 227 60 421 517 95 96 15 61 144 228 429 422 432 145 430 62 63 9 423 356 64
Enchanter
40 293 80 650 86 481 261 39 651 489 21 170 482 191 174 46 652 10 646 483 175 64 653 648171 484 33 647 172 176 654
Magician
332 80 411 479 680 412
Necromancer
225 357 358 226 213 368 61 63 96 694
Paladin
203 200 202 213 17 11 215 219 227 485 12 228 368 486 95 15 89 226 487 312 19 9 63
Ranger
26 200 224 269 203 225 17 86 263 213 256 268 278 12 80 261 421 129 15 60
Shaman
200 213 225 266 267 40 203 269 274 271 224 276 279 212 79 226 17 278 261 284 227 280 283 86 147 148 12 228 649 146 149 96 144 61 349 39 46 95 60 150 151 15 161 63 160 431 62 155 145 152 153 168 6874 154 170 389 158 64 9 159 156 157 98
Wizard
378 80 261
Now, you only get 40 remember. You can also clear all the spells you're blocking with /blockspell clear. Depending on what you are doing I think there is merit in having an entire bank of different macros set up. If you're a Druid soloing (bind rushing) in the Plane of Fear to get your armor than you would want to be able to quickly block every spell from people likely to try and compete against you. This would be the other Druids along with maybe Necromancers and Wizards. In a situation where you are dying on accident or dying on purpose all someone has to do is cast a beneficial anything on you, sit down and wait for you to die. When you do the mob the lock is going to break. If they can't stick anything on you than the lock will hold through your deaths. You can bind right on Magus Rokyl's ugly face and die a hundred times and no one will be able to do anything but watch. You can't block every spell in the game but if you plan ahead of time you can make it incredibly difficult to impossible for one or two characters to interfere.
Alright, but what if you're doing normal things that don't involve you dying constantly? Maybe you're a tank in Golden Roosters II and open world Yael just popped. Everyone is going to need to have on their bar a general purpose macro that they curated blocks all the common bullshit. Something like -
/blockspell add me 213 484 483 13 227 224 225 226 229 62 60 63 64 61 278 261 86 80 200 17 12 15 9 6878 96 95 97 98 481 21 482 648 176 654 653 652 651 650 293
This is the following 40 spells I've picked for a generic all purpose starter list
213 Cure Disease (Shield of the Immaculate)
484 Rune IV (Bladestopper)
483 Rune III (Rod of Warding Winds)
13 Complete Heal (Soulfire, need to test to make sure it's not self only)
227 Endure Poison
224 Endure Fire
226 Endure Disease
225 Endure Cold
228 Endure Magic
62 Resist Poison
60 Resist Fire
63 Resist Disease
64 Resist Magic
61 Resist Cold
278 Spirit of Wolf
261 Levitate
86 Enduring Breath
80 See Invisible
200 Minor Healing
17 Light Healing
12 Healing
15 Greater Healing
9 Superior Healing
6878 Healing Light
96 Counteract Disease
95 Counteract Poison
97 Abolish Poison
98 Abolish Disease
481 Rune I
21 Berserker Strength
482 Rune II
648 Rampage
176 Berserker Spirit
654 Shadow
653 Shade
652 Obscure
651 Cloud
650 Mist
293 Haze
412 Shield of Lava
View attachment 479180
For the macro itself you can put almost all forty sets of numbers on a single line and the rest on the second. This isn't supposed to be some kind of definitive list and obviously a main tank is going to have to make entirely different decisions. Every expansion new items and new clicks are going to make an appearance and you'll need to figure out what's right for you.
Hook me up with the list for blocking ports
While we're here,
Something people can do to make this more difficult in the future is set up buff block macros. You can choose up to forty different beneficial spells and buffs to be impossible to cast on you.
View attachment 479120View attachment 479121
You can add spells by name, you can right click the buff and add it that way
View attachment 479122
or you can use the macro /blockspell add me with then a list of numbers after it corresponding to each spell you want to block. To find any particular spell's number you can use Allakhazam or Lucy
View attachment 479123View attachment 479125
/blockspell add me 484
View attachment 479127
Now no one can cast Rune IV on you. If they try absolutely nothing happens. They don't get a message, you don't get a message and there's no effect of any kind. They don't pop on to the aggro list. There's no threat gained.
A full list of spells you can block for each class would look like this
Cleric
11 200 202 203 215 212 17 213 227 219 224 12 226 485 225 368 228 89 15 468 244 18 96 62 9 487 504 312 60 19 63 61 488 314 64 20 6878 97
Druid
200 224 26 213 203 86 256 268 17 225 278 80 261 263 273 12 226 227 60 421 517 95 96 15 61 144 228 429 422 432 145 430 62 63 9 423 356 64
Enchanter
40 293 80 650 86 481 261 39 651 489 21 170 482 191 174 46 652 10 646 483 175 64 653 648171 484 33 647 172 176 654
Magician
332 80 411 479 680 412
Necromancer
225 357 358 226 213 368 61 63 96 694
Paladin
203 200 202 213 17 11 215 219 227 485 12 228 368 486 95 15 89 226 487 312 19 9 63
Ranger
26 200 224 269 203 225 17 86 263 213 256 268 278 12 80 261 421 129 15 60
Shaman
200 213 225 266 267 40 203 269 274 271 224 276 279 212 79 226 17 278 261 284 227 280 283 86 147 148 12 228 649 146 149 96 144 61 349 39 46 95 60 150 151 15 161 63 160 431 62 155 145 152 153 168 6874 154 170 389 158 64 9 159 156 157 98
Wizard
378 80 261
Now, you only get 40 remember. You can also clear all the spells you're blocking with /blockspell clear. Depending on what you are doing I think there is merit in having an entire bank of different macros set up. If you're a Druid soloing (bind rushing) in the Plane of Fear to get your armor than you would want to be able to quickly block every spell from people likely to try and compete against you. This would be the other Druids along with maybe Necromancers and Wizards. In a situation where you are dying on accident or dying on purpose all someone has to do is cast a beneficial anything on you, sit down and wait for you to die. When you do the mob the lock is going to break. If they can't stick anything on you than the lock will hold through your deaths. You can bind right on Magus Rokyl's ugly face and die a hundred times and no one will be able to do anything but watch. You can't block every spell in the game but if you plan ahead of time you can make it incredibly difficult to impossible for one or two characters to interfere.
Alright, but what if you're doing normal things that don't involve you dying constantly? Maybe you're a tank in Golden Roosters II and open world Yael just popped. Everyone is going to need to have on their bar a general purpose macro that they curated blocks all the common bullshit. Something like -
/blockspell add me 213 484 483 13 227 224 225 226 229 62 60 63 64 61 278 261 86 80 200 17 12 15 9 6878 96 95 97 98 481 21 482 648 176 654 653 652 651 650 293
This is the following 40 spells I've picked for a generic all purpose starter list
213 Cure Disease (Shield of the Immaculate)
484 Rune IV (Bladestopper)
483 Rune III (Rod of Warding Winds)
13 Complete Heal (Soulfire, need to test to make sure it's not self only)
227 Endure Poison
224 Endure Fire
226 Endure Disease
225 Endure Cold
228 Endure Magic
62 Resist Poison
60 Resist Fire
63 Resist Disease
64 Resist Magic
61 Resist Cold
278 Spirit of Wolf
261 Levitate
86 Enduring Breath
80 See Invisible
200 Minor Healing
17 Light Healing
12 Healing
15 Greater Healing
9 Superior Healing
6878 Healing Light
96 Counteract Disease
95 Counteract Poison
97 Abolish Poison
98 Abolish Disease
481 Rune I
21 Berserker Strength
482 Rune II
648 Rampage
176 Berserker Spirit
654 Shadow
653 Shade
652 Obscure
651 Cloud
650 Mist
293 Haze
412 Shield of Lava
View attachment 479180
For the macro itself you can put almost all forty sets of numbers on a single line and the rest on the second. This isn't supposed to be some kind of definitive list and obviously a main tank is going to have to make entirely different decisions. Every expansion new items and new clicks are going to make an appearance and you'll need to figure out what's right for you.