Гули должны иметь три абилки, а именно :
а) Прыгать на автокасте в таргет б) Агрить все что движется в) Просто цапать на 150% урона
"Stuff to know about the ghouls this spell summons :
-It is nearly impossible to take aggro from the ghouls. Even through taunting (wich will fail most of the time), if you actually manage to get aggro, one of the ghouls will take it back in less than a second. This is not true against raid bosses. The Ghouls won't taunt mobs that are flagged as "Boss" in-game (level ?).
-The ghouls will use two abilities : Claw (wich deals 150% normal damage and is an instant attack) and Leap (wich is a Charge that will get the user behind the target, instead of taking the shortest way to get in range, that will be usable in combat and that looks really when the whole pack of ghouls leep to their target). The Leap is more useful than it appears : not only will it get the ghouls at the best place to DPS (except against most dragons ennemies, like Onyxia, where you should deactivate the automatic use, and send your ghoul to the dragon after placing yourself, but that's not the subject since you can't control the Army ot the Dead Ghouls) and give them high mobility, it will also bring them instantly to the ennemy you would have, say, Death Gripped if they are far away from it.
-The gouls will die after 40 seconds, if not killed before that. That timer starts at the first moment where you can select them with the /target Army of the Dead Ghoul command.
-The ghouls only take 10% damage (90% damage reduction) from area of effect spells, even without the Night of the Dead talent (that talent gives your personnal ghoul (pet given from Master of the Ghouls) the same area-of-effect damage reduction), meaning they'll be fine even by staying near any NPC using a nova-like spell.
-The ghouls' taunt has a 30- or 40-yard range (needs confirmation), so once they engage a mob, any mob within that taunt range will also be pulled. Always keep that in mind cause it can really screw you -- and your raid -- up (as an example, do not use Army of the Dead against Anub'Arak's phase 3 (in ToC) if not all of the adds are dead, cuz the ghouls will probably pull the add off the ice).
-The ghouls' melee swings represent 60% of the damage they deal during their 40-second life. The remaining 40% are from the Claw ability.
-Each ghoul will use their Claw ability about 10 times if they've been in combat and in range of using it during the 40 seconds while they are active.
-Each Ghoul will have about a fifth of your current maximum health when the spell is casted.
-The ghouls hate Holy Wrath.
-The ghouls have a Northrend ghoul sound-file, but a "normal" ghoul model and skin.
-The strength, stamina and attack speed (originaly one attack every two seconds) of your ghouls will vary dependantly with your own strength, stamina and haste, respectively.
As a quick summary, Army of the Dead will summon 8 copies of a pet-ghoul that will deal 50% less damage and will be a lot more frail (mine have 8K hp each when my personal ghoul has 31K), will not have Gnaw or Huddle and will have a +20000% generated AoE threat (that last estate is exagerated, of course ...), even if you don't have the Master of the Ghouls talent.
About the spell itself :
-You summon 2 ghouls per second with the Army of the Dead spell, wich is channelled for 4 secondes (total of 8 ghouls). They use energy as a ressource. The ghouls will pop out from the ground faster and the total cast time will be reduced proportionaly to your haste.
-While you channel this spell, you will have a damage taken reduction equal to the sum of you dodge chance and parry chance. If you have 10% dodge and 20% parry, while you channel Army of the Dead, all damage done to you will be reduced by 10+20=30%.
-You can be stunned while chanelling this spell. Use your Icebound Fortitude to prevent that.
-You can be interrupted by spells such as Kick while chanelling the spell, but you won't have a channel-time penalty for taking damage.
-It is a Shadow-type spell. You won't be able to use Death Coil or Death and Decay after being interupted by a Kick / Pummel, etc.
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