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Old 08/21/08, 9:27 PM   #1801 (permalink)
Von Kaiser
 
Eurytos's Avatar
 
Orc Hunter
 
Zul'Jin
Originally Posted by Mikari View Post
Unless I'm reading it wrong it also indicates a stacking buff on the player, otherwise I'm not sure how it can increase the crit chance of kill command whilst kill command is active.
The wording is wierd... but Kill Command is in essence a 3-stack buff to start... but it goes down instead of up. Maybe that's what this does... adds 30% to the 1st hit, 20% to the 2nd, 10% to the 3rd.
 
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Old 08/21/08, 9:33 PM   #1802 (permalink)
Piston Honda
 
Night Elf Hunter
 
Aman'Thul
Originally Posted by Eurytos View Post
The Steady Shot glyphs scares me. It needs to say 'one of your stings' instead of 'Serpent Sting'. Are they trying to push out Scorpid Sting?
Yeah, that kinda bugged me as well. Boosting Serpent to the point of raiding viability causes an equal and opposite loss in DPS if we're tasked with keeping Scorpid up, which could become more desirable in WLK due to Blizzard's (desire to) shift away from mitigation/avoidance as being the primary aim of tanking specs. This glyph only seems to exacerbate the problem.

Or wait... if base mitigation drops, does that make Scorpid less desirable as a boss debuff?

Either way... Scorpid's looking on shaky ground right now :p
 
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Old 08/21/08, 9:36 PM   #1803 (permalink)
Von Kaiser
 
Night Elf Hunter
 
Silver Hand
They have to consider raids with a single hunter as well as two or three. In the case of the single, it'd likely be SV with raid utility glyphs, but for two or more, they could coordinate glyphs and who does which Sting.
 
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Old 08/21/08, 9:43 PM   #1804 (permalink)
Von Kaiser
 
Orc Hunter
 
Illidan
Check the list again i edited with the values instead of those #$3242332 numbers in them. Now they look even better than I thought they'd be. 10% on steady shot with serpent sting up!
 
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Old 08/21/08, 9:54 PM   #1805 (permalink)
Von Kaiser
 
Night Elf Hunter
 
Bronzebeard
* Glyph of Steady Shot: Increases the damage dealt by Steady Shot by 10% when your target is afflicted with Serpent Sting.
So my question is, will this increase the damage from ALL Steady Shots, including those from a hunter without the glyph, or is this just unclear wording? Seems like it could be tested pretty easily.

The glyphs are very interesting, but I'm a bit worried that now an SV hunter will also be expected to get Inscription.
 
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Old 08/21/08, 9:54 PM   #1806 (permalink)
Piston Honda
 
Night Elf Hunter
 
Aman'Thul
Originally Posted by Feanoro View Post
They have to consider raids with a single hunter as well as two or three. In the case of the single, it'd likely be SV with raid utility glyphs, but for two or more, they could coordinate glyphs and who does which Sting.
Bah. Mis-parsed that to mean a boost in Steady damage if I had Serpent on the target. Well that isn't so bad, then

I suppose the only remaining unknown is the new Serpent scaling (if it's in yet).

The TSA glyph looks interesting (assuming that means an extra 2% of the hunter's RAP).

Originally Posted by Galred View Post
So my question is, will this increase the damage from ALL Steady Shots, including those from a hunter without the glyph, or is this just unclear wording?

The glyphs are very interesting, but I'm a bit worried that now an SV hunter will also be required to get Inscription.

I'm guessing that if you have the glyph, it increases your Steady damage if anyone has Serpent on the target.

The glyphs are very interesting, but I'm a bit worried that now an SV hunter will also be required to get Inscription.
Why? AFAICT, the only 'BoP craftable' that Inscription confers is the extra glyph slot... which is by no means a must have.
 
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Old 08/21/08, 10:17 PM   #1807 (permalink)
Von Kaiser
 
Orc Hunter
 
Illidan
Looks like wasps are the new exotic pets.

Your wasp stings for 49 to 65 Nature damage, and decreases the armor of the target by 1260 for 20 sec. While affected, the target cannot stealth or turn invisible.

Ranged fairie fire ;P
 
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Old 08/21/08, 10:20 PM   #1808 (permalink)
Von Kaiser
 
Night Elf Hunter
 
Bronzebeard
Well it will depend on whether that 'extra' glyph is a big boost - the description on the glyphs did not indicate which type each is (major, minor, etc.).
 
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Old 08/21/08, 10:34 PM   #1809 (permalink)
Von Kaiser
 
Night Elf Druid
 
Shadowsong
Originally Posted by Galred View Post
Well it will depend on whether that 'extra' glyph is a big boost - the description on the glyphs did not indicate which type each is (major, minor, etc.).
A Major glyph is expected to be the equivalent to several talent points.

If the Inscription bonus is an extra major glyph, then virtually every raiding character will be inscription/x due to the effects some of those glyphs have.

10% bonus damage with SS while Serpent is up? That glyph is a must have for certain now.
Make me a bit curious if Blizzard is intent on having Arcane as a CD shot for BM, they're not exactly doing much to encourage its use unless they jack up the damage on it.
 
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Old 08/21/08, 10:39 PM   #1810 (permalink)
Spiral out
 
Intermission's Avatar
 
Orc Hunter
 
Frostmourne
Originally Posted by takel View Post
Make me a bit curious if Blizzard is intent on having Arcane as a CD shot for BM, they're not exactly doing much to encourage its use unless they jack up the damage on it.
I'm assuming they will just have the instants (Arcane, Explosive, Chimera) do significantly more damage than steady shot. So each spec uses their instant when possible, with BM sticking with Arcane while the other specs get their talent.

It seems elegant to me. I wouldn't knock it back, but I don't expect a direct Arcane Shot increase from a BM talent specifically.
 
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Old 08/21/08, 10:47 PM   #1811 (permalink)
Piston Honda
 
Night Elf Hunter
 
Gilneas
Originally Posted by KraxisSingular View Post
Kill Command change is still not good. It remains weak and just not interesting to boot. If the old one is too much DPS then remove it alltogether and give the Hunter a comparable DPS boost, this skill is just poor.
They already replaced the lost dps from Kill Command by unlinking steady shot. Beta "macro spam" dps (steady, auto) is higher than Live macro spam dps (steady/KC, auto). Since the dps was replaced, it doesn't matter what they do to KC, although leaving it in is certainly better than nothing, even in its currently horrible state.
 
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Old 08/21/08, 10:48 PM   #1812 (permalink)
Von Kaiser
 
Night Elf Druid
 
Shadowsong
Originally Posted by Intermission View Post
I'm assuming they will just have the instants (Arcane, Explosive, Chimera) do significantly more damage than steady shot. So each spec uses their instant when possible, with BM sticking with Arcane while the other specs get their talent.

It seems elegant to me. I wouldn't knock it back, but I don't expect a direct Arcane Shot increase from a BM talent specifically.
Mmm, so far we haven't heard of any changes to Arcane Shot's damage.

In current live content, it has the potential to do more damage than Steady but that's only when the target has full on magic debuffs running and you don't have enough -armour for Steady to bite through. Changing Arcane to use the same damage formulation as Arcane, just with a different damage type IMHO would make the ability 9 out of 10 times better than Steady... not sure if the clothies would like that idea but they've got more to worry about with the Steady Shot glyph.

Rather curious though, but with Chimera still seeming a 10 second cool down, unless that changes, potentially MM hunters would also be cycling Arcanes. IMHO, that kinda fits the MM theme of a large selection of hard hitting shots. If only the Piercing Shots talent worked with Chimera...

BTW: Anyone been able to test to see if +damage scopes work with the new shots and steady? Although there aren't any new +damage scopes, it would be nice to know we still had options apart from +hit and +crit.


[e]
As for kill command, I was thinking about what's the whole purpose of the ability. It's been pushed off as a steady DPS increase, so why not put the 'Kill' back into it? Yeah, you can probably tell what I'm thinking. Make it primarily useable on targets below 20% HP. Increase the damage the pet does dramatically, but in a short burst. CD limited or has a negative side to the ability such as your pet becomes 'exhausted' and does less damage (damage modifier or attack speed decrease)/regens less focus for x seconds after the effect wears off.

Last edited by takel : 08/21/08 at 10:58 PM. Reason: Added more stuff instead of making a new post and lol, typos
 
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Old 08/21/08, 11:12 PM   #1813 (permalink)
Don Flamenco
 
Night Elf Hunter
 
Bronze Dragonflight (EU)
Unless they made a mistake, Steady Shot is now trained at level 50.

Wrath of the Lich King - Hunter - Marksmanship Skills

And Kill Shot is 71
 
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Old 08/21/08, 11:21 PM   #1814 (permalink)
Piston Honda
 
Night Elf Hunter
 
Aman'Thul
Originally Posted by Mikari View Post
Unless they made a mistake, Steady Shot is now trained at level 50.

Wrath of the Lich King - Hunter - Marksmanship Skills

And Kill Shot is 71
Hm. Their data-mining also indicates a 0.2 scaling on Serpent Sting. It might be the beer googles, but Imp.Strings + Noxious Venom is looking pretty good

Kill Shot: ... The sheer power of the attack causes a strong recoil, causing you to be knocked down after the attack.
lolwut?
 
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Old 08/21/08, 11:25 PM   #1815 (permalink)
Von Kaiser
 
Blood Elf Hunter
 
Hakkar (EU)
With Steady Shot's gliph, seem will to be a good sinergy in Surv tree between this, Improved Stings and Noxius Stings, but sacrificing IAotH. Still watching.

EDIT: Same post Catalept =) And same reaction with Kill Shot... what?! Someone in Beta can try this?
 
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Old 08/21/08, 11:31 PM   #1816 (permalink)
Glass Joe
 
Night Elf Hunter
 
Durotan
The cooldown on Kill Shot is 35 seconds in that description, too. I guess it's not intended for PvE rotations.
 
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Old 08/21/08, 11:35 PM   #1817 (permalink)
Don Flamenco
 
Night Elf Hunter
 
Bronze Dragonflight (EU)
Heh they reduced Disengage to 1 rank but it's still the threat reduction, it must be mid change. The version of deterrence we got was the talented version with the 60% spell reduction.

[edit]

Nevermind Disengage is working but it requires a target in melee range to work.

The focus cost changes are in also, pet talents are free.
 
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Old 08/21/08, 11:49 PM   #1818 (permalink)
Piston Honda
 
Night Elf Hunter
 
Aman'Thul
Originally Posted by Antorylis View Post
The cooldown on Kill Shot is 35 seconds in that description, too. I guess it's not intended for PvE rotations.
... which makes Sniper Training extremely underwhelming as a PvE talent... but with a PV build, to get enough points for HP, there's 3 points going begging... and at the moment PvE builds get to choose between 3 points in ST or MT, neither of which is terribly compelling.

Edit: Starting from WorldofWarcraft.com -> Info -> Classes -> Hunter -> Talent Calculator
 
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Old 08/22/08, 12:01 AM   #1819 (permalink)
Von Kaiser
 
Night Elf Hunter
 
Bronzebeard
So does Execute knock warriors down now too?
 
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Old 08/22/08, 12:05 AM   #1820 (permalink)
Von Kaiser
 
Orc Hunter
 
Illidan
Ah nm too slow. The knock down is pretty sweet as another form of interupt as well.
 
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Old 08/22/08, 12:10 AM   #1821 (permalink)
World of Badgecraft Subscriber
 
Playered's Avatar
 
Night Elf Druid
 
Ravencrest (EU)
Originally Posted by steamrice View Post
I'm surprised no one mentioned what kill shot also does

The sheer power of the attack causes a strong recoil, causing you to be knocked down after the attack.
Yes... well done you.

Will the knock-down work like say the ice on the floor from Slave Pens during Ahunes time? if so that seems rather heavily too strong on an ability with a 35sec cd in the first place.. perhaps having it only do the knockdown if the attack is beyond your normal range (36-51 / 43-51) or so...
 
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Old 08/22/08, 12:11 AM   #1822 (permalink)
Spiral out
 
Intermission's Avatar
 
Orc Hunter
 
Frostmourne
Originally Posted by steamrice View Post
Ah nm too slow. The knock down is pretty sweet as another form of interupt as well.
It knocks yourself down, not your enemy, according to current reports.
 
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Old 08/22/08, 12:14 AM   #1823 (permalink)
Don Flamenco
 
Night Elf Hunter
 
Bronze Dragonflight (EU)
Originally Posted by Intermission View Post
It knocks yourself down, not your enemy, according to current reports.
Yep, you're also classed as stunned during the duration of the knock down which is annoying.
 
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Old 08/22/08, 12:35 AM   #1824 (permalink)
Don Flamenco
 
Blood Elf Hunter
 
Runetotem (EU)
Originally Posted by Antorylis View Post
The cooldown on Kill Shot is 35 seconds in that description, too. I guess it's not intended for PvE rotations.
Damn... I really looked forward to it. It just looked better than Arcane as a special for BM. It is just more... well special. I like the conditional and the effect. Oh well, another button to push and CD to manage in PvP... With a personal knockdown that counts as a stun. Well isn't that just great. I guess we will be using it at max range.

The Steady Shot Glyph will be almost required now (though the wording on the Glyph doesn't mention that it has to be your Serpent Sting, unlike the Arcane Glyph). Serpent doing respectable damage and all, I could even see both Survs and BMs getting the Serpent Glyph too as it would lower the requirement on refreshing it early. Obviously MM couldn't care less about that one with Chimera. But also since it is 'only' 3 seconds (one tick) I doubt it is a major Glyph, more likely a lesser.
Glyph of Beastial Wrath... Can I say that looks very impressive. First 36 seconds from Longevity, then another 20 from the Glyph. That leaves a 'rotation' of 18 seconds of BW and only 46 seconds of normal. Suddenly the bad meshing with trinkets is not really a concern as the manacost reduction and generally awesome power will overshadow it. Chances are trinkets will mesh in nicely anyway (close to one minute CD will still fit a 2 min trinket well).
Glyph of Aspect of the Hawk... Not terribly impressed. It seems like Blizzard hasn't noticed that haste can never be much more than nice for us. Even in a non-glyphed state Imp Hawk will still bring MM and Surv to the GCD (well technically 1.51 seconds). For BM it is rather waste of a spot for a better glyph.
Glyph of Trueshot Aura... 2% of Hunter AP would be downright WOW (if it is just 2% of TSA then it sucks badly). Scaling TSA. I don't think 5000 AP would be impossible for an MM with 14% AP scaling. So that would be 100 AP more for the entire raid. If there wasn't any reason to bring an MM, now there certainly is. BM better shape up to be up there with Rogues in damage on average or else there won't be any spots for them.
Glyph of Hunter's Mark. Good, very good indeed. 360 (60 up) for the raid, 1440 AP for ranged (up 240). That's just very powerful if you combine it with the TSA glyph. That combo might even be worth the sacrifice of the Steady glyph for MM builds like this, just don't mind the outdated ET point, consider it spent in FF. It is just that much easier to get IMH for MM this time round and not sacrifice anything hugely important. I declare this a utilty glyph for MM.
Glyph of Arcane Shot... I assume this is the reason why BM should want to use it. 20% less mana is well... not much. Epecially not considering it will still be more costly than Steady (it costs 47% more mana) and with the Steady Glyph definately less damage. Not impressed at all. I would even go so far and call it a PvP glyph.
The rest I think is more for PvP than anything else.

Focused Fire... 3 points, can only say good for that. Though I'm still a little miffed that the bonus is that weak for BM. Combined with the not too awesome or cool Kill Command it just seems that Kill Command is where Tiger's Fury jumped to. Do we even know if it still off the GCD? If it is, then it remains weak but worth spamming, if it is on the GCD then it truly sucks. I don't expect the latter, but we will have to see.
Kill Command and Focused Fire seems to be tailored more for MM than BM at this time. The +damage bonus is just better for MM and the crit bonus for the Kill Command specials is to a large extent wasted on BM pets. Please make such a crucial talent in the BM tree benefit BM Hunters as much as other specs. Seems silly otherwise.

Last edited by KraxisSingular : 08/22/08 at 12:56 AM.
 
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Old 08/22/08, 12:39 AM   #1825 (permalink)
Von Kaiser
 
Night Elf Druid
 
Shadowsong
Originally Posted by Intermission View Post
It knocks yourself down, not your enemy, according to current reports.
Apart from the added damage, Kill Shot doesn't look all that impressive to me TBH. The 15% RAP scalar IMHO is a pretty bad thing to have if you're trying to create an attack that is meant to be a finisher since it won't scale as fast as some other instant attacks. The only thing it has going for it is the rather impressive bonus damage at weakened targets.


Anyone else finds it incredibly amusing how Steady Shot is a level 50 trained ability but there's a Tier 1 (level 10 req) talent to 'improve' it?