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09/14/08, 2:33 PM
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#2576
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Banned
Night Elf Hunter
Bronze Dragonflight (EU)
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Does anyone know if the current situation on beta regarding Hunter dodge % is a bug or intended? Currently on beta I have a higher parry chance than dodge, just seems odd.
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09/14/08, 6:35 PM
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#2577
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Von Kaiser
Tauren Druid
Hellscream (EU)
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Originally Posted by kennethhead
I think if explosive shot is worth using 10% of you base mana with the mana regen we give now then this will be the
survival spec, Talent Calculator - World of Warcraft . if Explosive shot turns out to be to mana intensive for anything then its point will just go back into hunting party.
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You seem to be under the impression that explosive shot does not rock your socks off.
Imagine a 5000 AP at 80:
Arcane shot: RAP * 0.15 + 492 = 5000 * 0,15 + 492 = 1242 damage
Explosive shot: RAP * 0.2 + 345 (three times) = 5000 * 0,2 + 345 (times three) = 1345 each charge. Main target will take a total of 4035 noncrit damage, targets around it will take a total of 1008,75 damage each.
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Has Camo been implemented yet, and has anybody had a chance to play around with it? I'd like to know if explosive shot charges regain the 50% damage increase on all three charges (and AOE charges?) or if its just the first charge from explosive shot that is increased by 50% damage.
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09/14/08, 7:45 PM
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#2578
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Glass Joe
Night Elf Hunter
Khaz Modan
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Originally Posted by Aym
Has Camo been implemented yet, and has anybody had a chance to play around with it? I'd like to know if explosive shot charges regain the 50% damage increase on all three charges (and AOE charges?) or if its just the first charge from explosive shot that is increased by 50% damage.
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When you fire Explosive Shot, the damage range for the target is decided only once. The two additional tics after impact are identical to the first, although each can crit separately. I test it by popping my trinket and a second before it wore off I fired Explosive Shot. All three tics got the bonus even though the buff wore off before the final tic.
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09/14/08, 7:57 PM
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#2579
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Banned
Blood Elf Hunter
Runetotem (EU)
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Something that has sparked my interest is that I recent heard/read about Steady is now a fixed 2.0 second cast. Personally I can't imagine it is, but I have heard it from two testers, and I'm no tester myself.
So has it really changed while we weren't looking? It should be easy to verify quickly with a shot timer.
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09/14/08, 8:02 PM
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#2580
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Piston Honda
Draenei Priest
Stormscale (EU)
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While I've not tested with anything concrete on the PTR, it would seem that serpent's swiftness isn't dropping it from 2.0 sec cast.
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Originally Posted by Ulthwithian
Paladins do have an ability to heal multiple people at once. It's called Divine Storm. ><
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09/14/08, 8:22 PM
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#2581
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Piston Honda
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Originally Posted by KraxisSingular
Something that has sparked my interest is that I recent heard/read about Steady is now a fixed 2.0 second cast. Personally I can't imagine it is, but I have heard it from two testers, and I'm no tester myself.
So has it really changed while we weren't looking? It should be easy to verify quickly with a shot timer.
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I don't think that is the case. I remember checking my combat log yesterday and I was getting around 1.5s-1.7s steady's. I will check again tonight if someone else doesn't confirm/deny earlier.
A few things I noted during testing: - The Devilsaur is a lot smaller now (at least, comparing it to some pictures). It still gets massive when you use BW though, and looks awesome.
- Pets focus regens smoothly like mana/energy.
- Someone had tamed an elite Zulian Stalker and it was massive (I also had my shadowpaw panther out at the time to compare size). It still had the elite dragon around its frame.
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Originally Posted by Skillstep
Why is it that other classes feel whole and simple and fluid yet hunter feels like directing a symphony as a paraplegic midget with tourettes?
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09/14/08, 8:42 PM
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#2582
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Don Flamenco
Troll Death Knight
Mal'Ganis
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Originally Posted by KraxisSingular
Something that has sparked my interest is that I recent heard/read about Steady is now a fixed 2.0 second cast. Personally I can't imagine it is, but I have heard it from two testers, and I'm no tester myself.
So has it really changed while we weren't looking? It should be easy to verify quickly with a shot timer.
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Wouldn't that make Haste rating even more useless than it already is? I hope that, if it has been changed, it's only Serpent's Swiftness as Spiry said.
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09/14/08, 9:11 PM
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#2583
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Piston Honda
Draenei Priest
Stormscale (EU)
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Originally Posted by Kaejin
Wouldn't that make Haste rating even more useless than it already is? I hope that, if it has been changed, it's only Serpent's Swiftness as Spiry said.
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I hasten (-.-) to add that I have 0 haste gear to check this out with.
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Originally Posted by Ulthwithian
Paladins do have an ability to heal multiple people at once. It's called Divine Storm. ><
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09/14/08, 9:14 PM
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#2584
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Spiral out
Intermission
Orc Hunter
No WoW Account
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I was getting 1.6 speed Steady Shots on beta last night (SV, just passive haste + quiver).
I'm told PTR and beta have the same build. Seems a few things are different. Not sure on Steady Shot though.
Last edited by Intermission : 09/14/08 at 10:16 PM.
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09/14/08, 10:11 PM
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#2585
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Soda Popinski
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Originally Posted by Chul
- Someone had tamed an elite Zulian Stalker and it was massive (I also had my shadowpaw panther out at the time to compare size). It still had the elite dragon around its frame.
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There seems to be a display bug that happens occasionally that makes pets retain their original size (and elite icons if they have them). It may also retain its old name. It only appears for certain people looking at the pet though, the owner of the pet and most other people will see it normally. I saw this happen with an Ironhide Devilsaur in Wintergrasp a while back, and I've had people comment on my wasp being huge (I tamed the Sapphire Hive Queen).
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affect –verb (used with object) 1. to act on; produce an effect or change in
effect –noun 1. something that is produced by an agency or cause; result; consequence
Know the difference.
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09/14/08, 10:21 PM
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#2586
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Don Flamenco
Troll Death Knight
Mal'Ganis
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Any chance that's related to the bug that would cause Snarler to retain his initial resistances at certain times?
I think it was when I took him out of the stables, the pet window would show his resistances with an extra 100 or so added on to them, but anything like dismissing him or mounting would fix it, so it wasn't really plausible to abuse in any situation where it would do you any good.
Granted, that must have been almost two years ago, and I no longer have Snarler with me. Not sure if it's even worth testing.
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09/15/08, 1:44 AM
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#2587
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Glass Joe
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Is windfury totem raid wide in the 3.0 patch/beta?
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09/15/08, 2:00 AM
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#2588
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Glass Joe
Night Elf Hunter
Barthilas
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Noticed an interesting thing (bug?) in the PTR. Seems that whilst volley doesn't work with AotV, explosive trap does. It's a very quick way to get full mana in an aoe situation.
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09/15/08, 4:02 AM
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#2589
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Glass Joe
Night Elf Hunter
Silvermoon (EU)
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Hello all. Some general things I would love to have clarified about hunters and haste (thanks in advance for any answers):
At the moment in live, passive haste from items,quiver and serpent's swiftness benefits only our auto shot speed and not affecting Steady+Aimed shot cast time at all, right? The only thing that lowers the cast time on the shots is Rapid Fire and Heroism/Bloodlust.The fact is that our attacks even though having a 1.5 sec global cooldown like casters and not 1 sec global cd like warriors/rogues eg , we can't affect the global cd in any way from passive haste or all the mentioned above effects thus making steady shot casts with less than 1.5 sec hit the gcd wall. Could someone tell me if I am correct so far?
In WOTLK from what I read here with a 2 sec cast time steady shot, passive haste from items, buffs like quiver or windfury totem etc all lower our steady shot ( and aimed shot probably ?) cast time normally, right?This could be explained by the fact that all ratings now are considered the same for casters or melee(and caster physical dps like us) I suppose? Still though all that passive haste now doesn't affect our global cd of 1.5 sec as it did and does for casters, resulting in any haste more than the needed one to lower steady shot at 1.5 sec, more or less useless?(although it still affects seperately our autoshots now that the clipping is gone?) Could someone tell me if I have made a mistake so far in my perception of the whole matter or not? Thanks again
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09/15/08, 5:28 AM
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#2590
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Von Kaiser
Tauren Druid
Hellscream (EU)
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Originally Posted by Valiad
Hello all. Some general things I would love to have clarified about hunters and haste (thanks in advance for any answers):
At the moment in live, passive haste from items,quiver and serpent's swiftness benefits only our auto shot speed and not affecting Steady+Aimed shot cast time at all, right? The only thing that lowers the cast time on the shots is Rapid Fire and Heroism/Bloodlust.The fact is that our attacks even though having a 1.5 sec global cooldown like casters and not 1 sec global cd like warriors/rogues eg , we can't affect the global cd in any way from passive haste or all the mentioned above effects thus making steady shot casts with less than 1.5 sec hit the gcd wall. Could someone tell me if I am correct so far?
In WOTLK from what I read here with a 2 sec cast time steady shot, passive haste from items, buffs like quiver or windfury totem etc all lower our steady shot ( and aimed shot probably ?) cast time normally, right?This could be explained by the fact that all ratings now are considered the same for casters or melee(and caster physical dps like us) I suppose? Still though all that passive haste now doesn't affect our global cd of 1.5 sec as it did and does for casters, resulting in any haste more than the needed one to lower steady shot at 1.5 sec, more or less useless?(although it still affects seperately our autoshots now that the clipping is gone?) Could someone tell me if I have made a mistake so far in my perception of the whole matter or not? Thanks again
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On live, for as long as i can remember, haste affects steady shot. You wont see it, since your GCD is the same as the cast time, but you will get the steady off faster anyways with less chance of clipping.
In 3.0, one would assume that haste still affects steady shot, else it would be near useless to have any haste, other than a faster auto shot. If steady is locked at a 2.0 sec cast time, its most likely a bug thats waiting to be fixed.
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09/15/08, 5:35 AM
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#2591
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Piston Honda
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Just in case you though Blizzard had forgotten about pets getting +hit:
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We do have a plan to let pets use the hunter or warlock's hit. Certain talents would need to be adjusted to reflect this change.
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And on pet levelling:
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We like pet leveling as a feature, but I agree that the time it takes has grown out of control, possibly because killing mobs doesn't provide the same percentage of your hunter's experience as it used to. We'll try to get it fixed.
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Originally Posted by Skillstep
Why is it that other classes feel whole and simple and fluid yet hunter feels like directing a symphony as a paraplegic midget with tourettes?
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09/15/08, 9:16 AM
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#2592
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Banned
Blood Elf Hunter
Runetotem (EU)
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Originally Posted by Kaejin
Wouldn't that make Haste rating even more useless than it already is? I hope that, if it has been changed, it's only Serpent's Swiftness as Spiry said.
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It would make Haste equally bad as compared to now. So personally if this goes through I hope it isn't just Serpent's Swiftness, that woul be such a massive blow to BM, which it appears is already lying down.
From what I hear not even quivers affect it, nor passive Haste.
I don't know what Blizzard is trying to achieve with this. They are stuffing us with Haste and they make sure we can't use it properly. The only shot that we would use that is affected by it suddenly can't be hasted. Well that is just not a very logical approach to me. I'm not even certain they have a plan.
The main problem with Haste on our set gear and load of other stuff, is that it is still possible to get non-hasted gear from various sources. And because Haste isn't exactly going to drive us, regardless of this fixed speed of Steady, we will begin to pick up the few non-hasted stuff. These things with the same itemlevel as our set gear will vastly outperform it, and if a good Hunter manages to get it all I would not be surprised to see him demolish every other class in DPS.
Blizzard can naturally not allow that since they have been going on about the equality etc etc. That is assuming they have balanced our DPS using our set gear as a baseline, which is logical.
Having compared the T7 with the PvP set, it isn't an avenue to reduce Haste. The Belt, feet and wrists might be useful when drops are hard, but the set itself isn't worth it. The differences in raid stats fall out like this in favour of the T7:
+31 agi
+14 int
+212 AP
-166 crit (around 3.68% crit)
+57 ArP rating (1/7 of the ArP value given)
+40 hit
+204 haste
Same gemslots.
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09/15/08, 9:49 AM
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#2593
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Von Kaiser
Night Elf Hunter
Gorgonnash (EU)
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So what will be a bm's style of raiding, still spamming a macro? what do you think? Will we use some more abilities like arcaneshot/aimedshot/multishot more often, perhaps even stings? serpent sting? who knows?
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09/15/08, 10:03 AM
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#2594
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Banned
Blood Elf Hunter
Runetotem (EU)
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Well, the 2.0 fixed cast could be a way of forcing BMs to use Arcane since it is only a 1.5 second cast for about the same damage (then it's better DPS). And then suddenly will Imp Arcane look rather positive over full Imp Tracking. The thing just is that BM has to sacrifice fairly important talents to get back from the change. And I think we can all agree that Arcane just isn't that great, even buffed up. I imagine in late raid that it would still be left in the dust and BMs (and other specs for that matter) would just go for some other talent instead. Perhaps full Imp Tracking and a point, perhaps two, in Survival Instincts.
A shot macro isn't per se going to be needed to the same extent as now. It would 'simply' be keeping up Serpent (unless the Steady glyph can work on other Serpent Stings) and using Arcane on CD while spamming Steady in between. But the 2 sec cast doesn't mesh that well with the 1.5 second GCD so we will likely have gaps in casting somewhere.
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09/15/08, 10:27 AM
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#2595
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Piston Honda
Draenei Priest
Stormscale (EU)
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Originally Posted by Jaffi
So what will be a bm's style of raiding, still spamming a macro? what do you think? Will we use some more abilities like arcaneshot/aimedshot/multishot more often, perhaps even stings? serpent sting? who knows?
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I've been trying a rotation of Arcane Steady Steady Steady repeat, whilst keeping a sting up, normally serpent as it's just me testing on the dummies, and not in a raid with different hunters wanting different stings up.
As far as I can tell, the glyph of arcane shot (20% mana cost return if target is stung) is not working, but assuming it does, I'll be running the serpent sting, arcane shot and steady shot glyphs, though on PTR, I don't have steady shot one and am running the hunter's mark one instead.
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Originally Posted by Ulthwithian
Paladins do have an ability to heal multiple people at once. It's called Divine Storm. ><
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09/15/08, 11:43 AM
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#2596
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Von Kaiser
Night Elf Hunter
Icecrown
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Originally Posted by Intermission
I was getting 1.6 speed Steady Shots on beta last night (SV, just passive haste + quiver).
I'm told PTR and beta have the same build. Seems a few things are different. Not sure on Steady Shot though.
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On the PTR, I can confirm that Rapid Fire does speed up Steady Shot. However, it "feels" like none of the other haste effects I have available (quiver, passive, etc) are effecting it.
It's really hard to tell for sure, though, since I can't get Quartz to load (no errors, the quartz command just isn't available). If anyone has Quartz working on the PTR, I'd love a pointer as to how you made that happen.
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09/15/08, 12:30 PM
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#2597
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Von Kaiser
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@ Bertert, is it possibe for you to log a session into Wowstats to look at the times? I have a very hard time believing that Haste is not going to effect hunters in more ways then just autoshot. Wouldn't this push Hunters to once again choose the slow weapons vs 2.8's?
Did I read correctly in the 3.0.2 patch notes that "Hit Rating, Critical Strike Rating, and Haste Rating now modify both melee attacks and spells " - are we to assume that Melee = Ranged?
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09/15/08, 12:48 PM
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#2598
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Von Kaiser
Night Elf Hunter
Icecrown
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Originally Posted by Dibbler
@ Bertert, is it possibe for you to log a session into Wowstats to look at the times? I have a very hard time believing that Haste is not going to effect hunters in more ways then just autoshot. Wouldn't this push Hunters to once again choose the slow weapons vs 2.8's?
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That's a great idea. I'll try to find the time to do that later today. I still wish I could get Quartz working or, at the very least, setup a macro that tells me how long my current cast has left (that I could have fire right after Steady starts casting)... but WWS would allow me to get the same information, albeit not in real time.
As to the concept it only effecting autoshot pushing hunters to use slower weapons, I don't see the logic there. Shooting 50% faster is 50% more damage, regardless of the speed of the weapon.
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09/15/08, 12:58 PM
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#2599
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Piston Honda
Draenei Priest
Stormscale (EU)
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This may not be the most scientific of tests, but I was under the impression that tooltips updated cast times these days, as well as damage.
If I'm wrong though, someone who has experience with testing and knows the tools to use, or could link me to some, could do a more in depth test.
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Originally Posted by Ulthwithian
Paladins do have an ability to heal multiple people at once. It's called Divine Storm. ><
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09/15/08, 1:37 PM
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#2600
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Don Flamenco
Troll Death Knight
Mal'Ganis
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I've noticed my pets can't keep up with me on the PTR, as well as SA not giving my hunter the run speed buff (though it works on the pet).
AotB seems to be broken in some way as well. When it turn it off, the buff will stay on the pet, even after puting it in and out of the stable. Are these bugs all present on beta?
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