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Old 10/13/10, 4:42 PM   #19516
Tailgrabber
Glass Joe
 
Draenei Shaman
 
Laughing Skull
Originally Posted by PDXMarcos View Post
Your best option is going to be to set up power auras, or a similar addon, to alert you when lava burst is off cooldown. I was testing the configuration last night and with the change to the spell queueing system I was able to react pretty quickly to the Lava Surge proc. As Ragnarox said above, blizzard does not want a macro or addon to play the game for you.
Thank you for the quick reply. I will have to setup power aura's again when i get to my gaming machine. Was just trying to do it an easy way.

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Old 10/13/10, 4:47 PM   #19517
drpachinko
Glass Joe
 
Night Elf Hunter
 
Crushridge
Originally Posted by Mazzop View Post
you guys are sure that Chimera does not "re-shot" SrS and thus we can benefit from imp srs talent?
hawk aspect is just meh with it OwN bonus (dunno from where 162 ap/point, its more like 18/point) so 3 pathing and 2 imp srs sounds better for spending last 5 points to me, but ia m too lazy to check :P

marked for death talent also looks gibberish, especially wit more than 1 mm in raid, i took silencing an 1x RK instead (yea uselees but will be nice in pvp and grin synergy with rapid reoccupation)
they could fix agi tooltip to show 2 rap per point

edit: our crits does now 150% dmg?
Chimera refreshes SrS and currently does not benefit from the imp SrS talent in the survival tree. I Had originally spent my talent points this way only to discover my bonus damage was only showing up on the first application of serpent sting.

One could make the argument that Skipping Chimera and Piercing shots and doing only steady's + arcane + refreshing serpent sting, may be a better rotation. Unfortunately as a Marksman hunter I think you would probably want to go survival if this was your preferred play style.

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Old 10/13/10, 4:50 PM   #19518
Jerrald
Glass Joe
 
Orc Warrior
 
Shattered Hand
So when reforging what do i want to do? reforge my haste into hit or my crit into hit? or put so much haste to crit till my speed is a certain amount? also when looking at my crit how much is to much?

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Old 10/13/10, 4:54 PM   #19519
Ruga
Von Kaiser
 
Pandaren Monk
 
Sylvanas (EU)
Hey Hothgor, thanks for the short sum up!

Two things though:

- Why would draenei require less hit now? Heroic Presence got removed so we need the same as all other classes, or am I wrong?
- And don't we have to get 17% hit capped now completely because the 3% from Druids/Spriests are gone as well?

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Old 10/13/10, 4:57 PM   #19520
Hothgor
Piston Honda
 
Orc Shaman
 
Stormreaver
Originally Posted by Ruga View Post
Hey Hothgor, thanks for the short sum up!

Two things though:

- Why would draenei require less hit now? Heroic Presence got removed so we need the same as all other classes, or am I wrong?
- And don't we have to get 17% hit capped now completely because the 3% from Druids/Spriests are gone as well?
The Draenei hit rating racial still exists...its just a self only buff instead of a group buff. Draenei shamans will have 1% more base spell and melee hit than our other shaman brethren. And 420/446 hit rating IS 16/17% spell hit.

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Old 10/13/10, 5:00 PM   #19521
Sipro
Glass Joe
 
Sipro's Avatar
 
Blood Elf Death Knight
 
Frostmane (EU)
I thought the same thing but couldn't be sure.

Thanks.

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Old 10/13/10, 5:06 PM   #19522
LoftyTheMetroid
 
Gnome Mage
 
Shandris
I've lurked here for awhile in the past, and recently I've thought a lot about some of the design/theme issues brought up in the OP. I will start by saying that I think Blizzard is doing a fine job with the Arcane spec and that it doesn't absolutely need revision. However, while I'm waiting for 4.0.1 to download, I thought I might post some of my current ideas/musings:

The Arcane Mage: Revised

*Removed*
  • Slow - 12% of base mana - 35 yd range - Instant
    Reduces target's movement speed by 60%, increases the time between ranged attacks by 60%, and increases casting time by 30%. Lasts 15 sec. Slow can only affect one target at a time.

*Revised*
  • Mastery: Mana Adept
    Increases haste by up to X%, based on the amount of mana the Mage has unspent. Each point of Mastery increases haste by up to an additional 1.5%.
  • Arcane Power - Instant - 1.5 min cooldown
    (Replaces Slow in the fifth tier of the Arcane tree.)
    When activated, increases haste by up to the maximum amount granted by your mastery and increases all spell damage by up to X% based on the amount of mana the Mage has spent, but all spells cost 25% more mana to cast. This effect lasts 16 sec.
  • Nether Vortex - Tier 5 - Rank 2 - Requires 1 point in Arcane Power
    Gives your Arcane Barrage spell a [50/100]% chance to apply the Slow spell effect to any target it damages. Only one target can be affected by Slow.
  • Improved Arcane Explosion - Tier 4 - Rank 2
    Reduces the global cooldown of your Arcane Explosion spell by [0.25/0.5] sec, increases its spell damage by [X/Y]%, and reduces the threat generated by [40/80]%, but increases its mana cost by [50 - 100/100 - 200]%.

*New*
  • Arcane Beam - [74 - 98]% of base mana - 50 yd range - Channeled (6 sec) - 25 sec cooldown
    A beam of pure arcane energy erupts from the Mage, doing X Arcane damage. The beam fires down a narrow strip directly in front of the Mage, piercing and damaging all targets within its range. The casting Mage can pivot while channeling to redirect the beam. Targets will not take damage until after sustaining 1 sec of uninterrupted beam hits.
  • Arcane Infusion - Tier 7 - Rank 1 - Requires 1 point in Arcane Power - Instant - 8 sec cooldown - Off GCD
    (Replaces Arcane Power as the Arcane tree's 31-point talent.)
    Infuses the Mage's body with pure Arcane energy. The Mage will gain a buff called Arcane Infusion, which will regenerate X mana per Y sec and last 12 sec. However, if the Mage reaches [95 - 100]% mana, then the Arcane Infusion buff will begin to drain health at a similar rate from the Mage instead of regenerating mana. The Arcane Infusion buff can stack up to 3 times, with X increasing accordingly. When the Arcane Infusion buff reaches the end of its 12 sec duration, only one stack will be removed.

--Note--
Bracketed numbers represent a sort of mental range of values. I have no idea what would eventually prove to be mathematically balanced, I just pick numbers that seem right or communicate the feeling or intention behind the design.


----------

A lot of this will probably require explanation/elaboration (and probably a bit of eventual revision). I'll try my best to communicate some of the core ideas here:

Arcane Infusion
At the core of this design is the new 31-point spell, Arcane Infusion. The idea was to add something dynamic and core to the spec, and not just a mere DPS cooldown. It keeps with the core theme of mana manipulation and optimization, but it brings up this idea of: Can I have too much mana?

Arcane Infusion is about mana regen. You can think of it as a means of shifting gears and, in fact, the spell operates on a pseudo three-gear system. All players will want to have at least one stack (Gear One) as it's passive, easy to maintain, and provides a constant stream of mana on the level of Mage Armor, but it's not largely noticeable and would be balanced with the assumption that all Arcane Mages are at least at one stack of Arcane Infusion to be playable. It's also manageable to deal with the health loss should you max out on mana.

At two stacks, you'll start to notice the mana increase. It's not enough that you can't burn through the gains with AB spam, but you'll see your average mana level begin to steadily rise with a standard rotation. This is another means for Arcane Mages to manually adjust their mana outside Evocation and Mana Gem.

However, at three stacks, mana gains will become nearly uncontrollable. AB spam will help stymie the gains, but your average mana will continue to rise. In fact, reckless use of this "Third Gear" will almost assuredly cause a Mage to combust in a shower of Arcane sparks. It's a high risk-reward mechanic that has some interplay with the other Mage mechanics...

Arcane Power
Arcane Power serves a new thematic function. By emphasizing spent mana (and providing a negative attribute that allows a Mage to spend more mana quickly), Arcane Power encourages Arcane Mages to shift between high and low mana during different macro-level DPS cycles. Generally, Arcane Mages will want to maintain high mana levels, but when AP nears the end of its cooldown, players will want to get their mana down quickly. Whether it's through a quick burn phase, the newly revised Arcane Explosion, or the AP effect itself, players will want to minimize their mana. However, since a rotation at this low mana level might not be sustainable, players will probably want to shift to Gear Three of their Arcane Infusion, which should now be manageable with the increased mana costs. (However, watch out for when AP ends and your mana begins to shoot back up...)

Arcane Explosion
Arcane Explosion will now not only perform better on the meters, but it serves an ulterior role in gameplay. Being a huge mana eater can be a good thing, as players who screwed up their Arcane Infusion timing by a few seconds and need to burn off some mana before dying will have a new tool -- Arcane Explosion will feel like one is erupting with Arcane energies, shedding that excess mana before it kills you. It's the only reliable means of saving yourself from Arcane Infusion abuse as spamming it will average out with your mana gains. It could also serve as a means of getting your mana down for an AP cycle.

AoE Strategy
A big concern was Arcane's lack of interesting or useful AoE, and both Arcane Explosion and Arcane Beam address this. First, AoE will differentiate itself from single target because, by necessity, Arcane Mages will need a full three stacks of Arcane Infusion to maintain AoE. Arcane Mages will need to "gear shift" in and out of AoE and single target modes. Second, the two AoE spells have awkward usage (straight line effect and an AoE at the origin of the Mage), but that's what makes it feel unique and interesting. Coupling these position-dependent AoE spells with signature Arcane space-manipulation mechanics (Blink and, to a degree, glyphed Invisibility) can allow for an Arcane Mage to make its mark in a way other classes can't. (I can only imagine the hilarity that would ensue from a misdirected Arcane Beam sweep pulling extra mobs, though...) I'd imagine Arcane could be designed to have some of the highest potential AoE output at the cost of being the most situational and awkward to set up and optimize.

(And you absolutely must shout in Vent "FIRIN' MAH LAZERS!" every time you cast Arcane Beam!)

Mana Adept
It's already been mentioned, but haste is so much more interesting and synergetic with the spec and its abilities, especially in conjunction with Arcane Infusion and the new AP and non-AP cycles.

Arcane Barrage
Finally, while trying to give it some sort of place in the rotation, I eliminated Slow (it's beginning to feel inelegant and cluttered on the action bar...) and incorporated it into Arcane Barrage. That functionality, coupled with the fact that it'll still have many uses as the only Arcane ranged instant cast spell, will hopefully give Arcane Barrage a more than justified place on the action bar.

----------

...And that's it! I apologize for the length, I wanted to make sure I got all the main ideas out there. Let me know what ya'll think!

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Old 10/13/10, 5:17 PM   #19523
Hudyr
Glass Joe
 
Orc Warrior
 
Warsong
ok, now in 4.0.1 patch, if i have hit cap, exp cap, all str gem possible, what should i focus as new dual-two handded warrior: more hit, haste or crit ?

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Old 10/13/10, 5:24 PM   #19524
Brocklin
 
Night Elf Hunter
 
Zul'Jin
Have been doing a bunch of reading with all the new spec changes and such. Many people are giving BM a decent chance to have viable raid dps now with the changes, true? yes? no? Also, maybe I missed it, but has anyone tested or possibly posted any new spec setups for the SV or BM changes? Been playing around with them, but just wanna see what others are trying.

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Old 10/13/10, 5:26 PM   #19525
WingnutJ
 
Undead Priest
 
Destromath
Originally Posted by Hegen View Post
IV. Holy Priests

To be done. ETA: 2010-10-13
Where is this dangit? lol

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Old 10/13/10, 5:27 PM   #19526
theniteowl
 
Human Warrior
 
Durotan
Crit Gems?

So I login last night after the patch went live to find all my Armor Pen gems were replaced with Crit gems? Is this what I want? I was expecting blizzard to replace them with Strength gems? I was at the Armor Pen cap, should I replace all these gems with Strength or leave as is?

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Old 10/13/10, 5:28 PM   #19527
Charlie Marlow
 
Tauren Warrior
 
Blackwater Raiders
Originally Posted by Hudyr View Post
ok, now in 4.0.1 patch, if i have hit cap, exp cap, all str gem possible, what should i focus as new dual-two handded warrior: more hit, haste or crit ?
When you're hit hard-capped and expertise capped, the way I understand it, you want to go all STR.

Are you asking in terms of gemming, or reforging?

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Old 10/13/10, 5:40 PM   #19528
noctislucis
Glass Joe
 
Orc Warrior
 
Alterac Mountains
Ok so with the changes made with patch 4.01, I'm not liking the changes to fury. I'm reading and you all are saying get hit hardcap, then go str>ctr+/-haste basically? I tested out my dps as best as I could and reforged to all hit attempting and at most on a dummy I could only pull off 5.8k.(I was also rage starved alot of the time, was managing it quite well) Execute does hit kind of hard like it use to which is a plus. I just don't see fury being viable at this point in time. I'm going to regem all my gear accordingly tonight, I just don't see us doing the same kind of dps we use to. Unsure of the rotation too. I assume it's bt,hs,bt(enraged), rb? Also anyone else not have enchants on their weapons after the patch?

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Old 10/13/10, 5:43 PM   #19529
Nobully
 
Tauren Shaman
 
Cenarius
Rotation

Anyone come up with any kind of priority or rotation?

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Old 10/13/10, 5:45 PM   #19530
Raiderjim
Glass Joe
 
Tauren Warrior
 
Ursin
Ok...I'm sitting at 24% haste, 23% hit, 37% crit and 28 exp. I gemmed for Str (4300 AP) and reforged my crit for hit in an effort to get to the hit hard cap of 27%. Everything I've read thus far tells me that the hard hit cap should be reached with maintaining crit above 33%. My question is if I'm heading in the right direction or not. Should I gem the last 4% hit to cap? I know I need to replace my belt and wrists since they are leather, and I have enough points now for the belt and will be getting the crafted bracers. I just can't believe how badly my dps has been effected by this new patch.

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