I've long thought about moving Aspect Mastery deeper in the tree and basically turning it into a talent which would allow you to have two Aspects up at once, but I've never really brought it up since I don't think it's a likely possibility, and it wouldn't do much anyway if they're adamant about keeping the damage penalty on AotV :P It'd be easy enough to fold the Monkey bonus into Improved Aspect of the Monkey, it's not like anyone takes the talent anyway...
Anyways, I notice that while the Marksmanship tree has a lot of passive mana cost reduction, it lacks a real means of active regeneration like BM and Survival have, and this is coupled with it having a much larger rate of mana consumption in Chimera Shot makes me continue to worry about the tree's viability. I think it needs to be brought to Blizzard's attention so that it can be addressed, lest we have a lot of potential wasted (I personally would love to give Marksmanship another spin, but I can't see myself doing it with the way the tree is now).
Yes, yes, I know this probably isn't among our most pressing concerns at the moment, but it's been on the backburner of my mind for a while so I thought I'd put it out there. Again.
I'm in the same boat as you. I've wanted to go back to MM ever since TBC's release.
I think the problem with MM is Rapid Recuperation. That's supposed to be that tree's active mana regen. However, the mechanics are just wrong. It only activates if we get a killing blow and then it only regens 9% mana total for every kb. So eleven killing blows to go from empty to full more or less. How often are you going to get that in a raid? Never.
Well it's an option of doing 0% dps for 20 seconds, or 50% dps for 20 seconds.
I know which I'd chose.
No, I never said you don't autoshot, I meant you stop using specials, which you suggested to keep up during viper.
If it's a choice of 30% for 15, versus 50% for 20 (Completely made up, probably wrong) then you have to decide which is more efficient. I would hazard a guess that in a situation where you need to regen mana (i.e. you're using viper), you don't want to use anything with twice as bad dpm as normal (which is using specials during viper time).
I was responding to your post saying that you do dps rotations under viper, since I can't see how that would be efficient.
Don't forget the 60% mana reduction when Rapid Fire is active. Assuming you have 2/2 Rapid Killing, that plus Efficiency is roughly equal to invigoration. The obvious change is to reduce Chimera Shot's mana cost to probably around 12% base mana. Explosive is 7% base mana every 6s so 16% base mana every 10s is a bit harsh.
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?
Don't forget the 60% mana reduction when Rapid Fire is active. Assuming you have 2/2 Rapid Killing, that plus Efficiency is roughly equal to invigoration. The obvious change is to reduce Chimera Shot's mana cost to probably around 12% base mana. Explosive is 7% base mana every 6s so 16% base mana every 10s is a bit harsh.
16% base mana every 10 seconds is actually less than 10% every 6 seconds (arcane and explosive).
Since MM doesn't need to refresh Serpent due to Chimera and the MM spec will have Master Marks for 25% less mana on Steady Shot and has access to Efficiency and Improved Steady Shot, I'd hazard a guess and say that MM is actually more mana efficient than Survival. The obvious upside with Survival is that it has TotH to cover up the increased mana costs by having a scaling reduction in mana cost via refunds.
Frankly, Hunter's DPS right now is balanced with Aspect of the Viper in mind. If we, say, reduced the amount of time you were in it drastically or the damage penalty we'd have to do something equivalent of reducing Hunter's total DPS by at least 10-30%. While you guys might not notice it with the pre-mades, the Hunter class is currently king of DPS.
I think this is the crux of the matter. Our DPS is too high so they can't give us the fast and 'fun' mana regeneration we want.
The solution should be obvious to them: reduce our DPS so we're back in line without resorting to damage reducing time spent in Viper. And then give us proper mana regeneration.
Are we too close to WotLK for them to consider something like that?
16% base mana every 10 seconds is actually less than 10% every 6 seconds (arcane and explosive).
Arcane and Explosive Shot are 7% not 10%.
Now remember the base per GCD is 5% mana since Steady Shot is the default filler shot. So Arcane/Explosive is an extra 2% mana on top of what you would normally spend every 6s, or 0.33% base mana a second extra (or 0.55% if you also consider serpent). Chimera is using an extra 11% over 10.5s, or an extra 1.04% base mana a second. So Chimera should come down in cost slightly.
Last edited by Chul : 09/24/08 at 4:35 AM.
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?
Err.. You know, I wanted to end this with a generic platitude about wanting to try the ability out before disliking it, but in thinking about it the mana regen would have to be ridiculously huge to counter some of the drains currently in the game. Mana burn is 1500 for a 2 second cast. Viper is 1k every 2 sec and has near permanent uptime with Chim. I'm sure drain mana is comparable.
It will depend on the amount of mana that we regen.
A mana draining team has to play very aggressive for this to work. Any passive pillar humping or similar, we'll just turn on viper and regen while they're hiding, and switch back when they're in the open (wtb aspects that doesn't trigger GCD). Thus, our dps does not suffer more than it normally would have.
Also, I expect AotV to be about as good as drinking for it to be viable as it is set up now. As I read that thread, Koraa agrees to give us passive regen similar to what AotV does in Beta now out of attacks (in pve). I agree that is a lot of assumptions, but any less than that would be a problem for PvP hunters. PvE Beta hunters report full mana bar after about 15-20 seconds, some faster (with good timing of explosive shot).
If this is true, this sounds like Shamans and Watershield currently in 2v2 - you'd have a hard time to drain one, unless you were two drainers, or exceptionally good at what you were doing.
I think this is the crux of the matter. Our DPS is too high so they can't give us the fast and 'fun' mana regeneration we want.
The solution should be obvious to them: reduce our DPS so we're back in line without resorting to damage reducing time spent in Viper. And then give us proper mana regeneration.
Are we too close to WotLK for them to consider something like that?
But why? If the end result=similar dps.
At least to me, from a pve perspective, it sounds interesting - because it means weighing your shot rotations in terms of mana use vs dps, at the same time as timing encounters for use of AotViper to where it will hurt the dps the least (any small breaks where you stop dps etc).
As long as the regen from AotViper is such that we get a considerable amount of mana back - 60-70% from a top tiered hunter (top tiered for wotlk ofc) within 20 seconds, I don't see the problem.
I find it exciting to be "king of dps" and then some when we have mana, to be mitigated by the need to mana regen. As long as we're still top dps (on the line of rogues) over the average of the fight.
[I'm sorry for posting consecutively, I would go back and edit this in in my previous post but can't see that it is possible to delete this post and will therefore leave it as it is.]
Last edited by Griffen : 09/24/08 at 7:24 AM.
Reason: Consecutive posts
Wouldn't just about any mana regeneration method short of near instant 0 to 100% still be subject to the danger of drains in arena? I'm no PvP expert, but I know that once I hit 0 mana in PvP my burst potential is miserable at best, and if an attentive healer is around I'm not going to be able to kill anything.
Edit: On PTR, Growl costs 15 focus. I seem to recall the focus cost on growl being removed completely when they revamped the focus cost of abilities. Was I just imagining things? I know it's gone on cower.
Last edited by Kaejin : 09/24/08 at 7:22 AM.
Reason: growl
I don't really see how. This change to viper seems to make the class excessively vulnerable to drains, something that's not that big a problem now. Viper is strong enough in 2.x to keep us at a functional level after being drained. That's why people sit in it during arenas. Sure, it's not going to be enough to do significant burst, but being drained doesn't destroy the class. And I agree with this idea that that's boring and should probably be changed. At the very least it'd be nice to see Monkey be more usable.
This change though seems to paint the class with a huge DRAINME target. It encourages large blue bars just begging to be drained and when that's gone you've got a hunter doing 50% dmg for however long.
Err.. You know, I wanted to end this with a generic platitude about wanting to try the ability out before disliking it, but in thinking about it the mana regen would have to be ridiculously huge to counter some of the drains currently in the game. Mana burn is 1500 for a 2 second cast. Viper is 1k every 2 sec and has near permanent uptime with Chim. I'm sure drain mana is comparable.
I realize we are just talking numbers here, but if AotV isn't balanced against drains the 2.4 "Always just barely enough" implementation is hands down superior. If it is, though, then the regen would be so absurdly large we might as well have some other mechanic than mana. Well, I realize that's not particularly conducive, but it certainly does feel like they are trying to give us Not-Mana without actually removing Mana. It'll be interesting where this ends up.
The change is that now we can do the pillar humping trick and not feel like we are doing something wrong. We can go and hide for mana too. Every little lul in the fighting and Viper goes up. I agree that the GCD is still killing in regards to aspects. It makes no sense to have it since we can't do the damage in Hawk and gain the benefits in Viper trick anymore (since the regen isn't based on attacking or damage).
But it appears that it won't be an issue. From what I have seen and read Hunters don't last long enough to actually use Viper. I guess that is one way to fix PvP regeneration.
There seems to be a great deal of misunderstanding going on both to what Koraa was trying to say about "mana regen" and to how good the current beta version of AotV is at regenerating mana. Koraa obviously made a gaffe about the mp5 on gear, but what he was getting at is that the designers want hunters to care about mana management in one way or another. They want being oom to be a problem that hunters try to avoid, and they want hunters to appreciate having a mana battery in the group and other various non-hunter ways of regenning mana. They want, hypothetically, a hunter to look at a choice between an item that is a loss of 5 AP total but an increase of 200 mana and think of that item as an upgrade.
It actually is not the case that the designers are somehow unaware that simply switching from Hawk to Viper is a loss in dps. They know that. If anyone is missing the boat, it's hunters, many of whom are having difficulty seeing the designers' point, which is that a mere loss of up to 300 AP (no, I haven't forgotten Aspect Mastery. I'm leaving it out for reasons I'll explain later) is not enough to make up for AotV regen. One reason people may be having difficulty is because they are focused on the time it takes to go to full mana once you have run out. That's a fair comparison to use when looking at the current version, which highly discourages being in the aspect until you are low on mana.
But if we are looking at a hypothetical version with no damage penalty aside from that built into aspect switch, we have to change our approach. This is what Koraa was getting at somewhat with the references to hunters being in Viper all the time (side note: let's not forget that when developers talk about "what we were seeing" they aren't always referring to Live realms or even semi-public PTRs and betas. Sometimes they mean things that they saw in internal builds and testing, and with versions that never saw the light of day outside Blizzard HQ. It could very well be that they tested a non-penalty version of Viper internally and saw the madness.)
In order to illustrate the issue, all that is required is a simple experiment that anyone with PTR or beta access can do, which is: 1) go find a training dummy, 2) switch to aspect of the viper while you have a full mana bar, and 3) shoot at the dummy using your normal rotation until you run out of mana. For added fun, use an non-ideal rotation that is designed to make you run out of mana as fast as possible (while still mimicking something that someone might actually do in game, instead of something insane like using serpent sting every GCD). If you do this, you'll notice something pretty unusual and significant:
You can't run out of mana when you do this. You won't even come remotely close -- as in, it would be a shock if you go below 90% for more than a second or two. You will be able to keep this up until you run out of ammo.
This isn't theorycraft. I actually went and tried it myself, although it is not hard to figure out why this is the case without testing it. With AotV, auto shots (for me) were returning ~6% total mana every 2 seconds. Moreover (and this is what a lot of people overlook) using Steady Shots during that rotation is still a mana gain -- even though they cost mana to use, they return even more mana than they cost so there is no reason to stop using them. Serpent sting returns mana on each tick, so that is a net gain ability also. The only abilities that have a net cost are the instant specials and multi-shot, which all have cooldowns. By the time you can use them again, you've gotten back all the mana that they cost. This also shows that one of the assumptions that people float around -- that using steady shot during AotV currently extends the time you spend in AotV -- is incorrect. Using Steady speeds up your mana regen during that time, and it means you have less of a dps penalty, because doing 50% of Steady + Auto damage is better than 50% auto damage alone.
So then, if there isn't a damage penalty to AotV then the only tradeoff we have is giving up 300 RAP in exchange for near infinite mana. Now, any hunter that is being intellectually honest should admit that this is a no-brainer of a tradeoff. I know we're used to thinking poorly of mana regen and mana pools as compared to dps stats but this is a game-changer we're talking about. First, you can take any talent points that you spent on efficiency talents or personal (as opposed to group) mana regen and spend them elsewhere on dps talents, so long as they aren't a prerequisite for something or your only option to move to the next tier. This helps compensate for the loss of 300 AP from never using Hawk (which is why I didn't include Aspect Mastery earlier. It's a waste of a talent in this hypothetical). Additionally, you can pretty much trade in any mail gear with INT and replace it with physical dps leather. Chances are you'll end up with more than enough additional AP to cover the 300 you're missing from removing Hawk from your repertoire, particularly as we get deeper into the expansion and gear scales up.
Finally, you can choose only dps-enhancing glyphs instead of efficiency glyphs like the glyph of arcane shot. All of these things combined mean you will do considerably more damage than a hunter using Aspect of the Hawk and wearing mail gear, notwithstanding the fact that you'd have no mana aside from your base mana pool. But who cares? As long as you can cover a single rotation with your base mana pool (and you can -- do the training dummy test above when you're naked), then you have no need for any more mana if you have Viper up, and you can gear for max damage without any regard for sustainability.
That's why there is a damage penalty in every version of AotV they are considering. The mana regen is too fast with it to be justifiable without one.
As far as I know. Each Serpent Sting tick procs viper atm... (bug) and that makes 15sec possible.
Edit: And explosive ticks for bit faster.
Ah, that is probably right. I wasn't sure that it was a bug. But even so, if you stipulate that this increases your "ticks" per min by 100% (doubles the amount of ticks), which I doubt is correct (50% sounds more like it), the amount spendt in viper increases to 30-40 seconds.
Depending on how long your mana lasts you, Anything under 30 seconds to full mana bar is not that bad. But it ofc depends on how much dps you do, when you're not using viper and how long it takes to deplete your mana bar.
In a pve setting - if it f.ex. takes 2 mins to deplete bar and 30 seconds to fill it up, that means you have 50% of your dps for 20% of the time. Averaging a 10% dps loss over 2min 30 seconds (compared to if you never used Viper). And unless I jumble my math's a lot here, that means that our dps should be 10% over the next comparable class on average.
BTW, anyone tried to test Lactose's theory that if you switch to AotV after you've fired a shot and before it hits, it will give mana back without reducing damage? (should be possible using aimed shot and spamming AotV with some luck).
BTW, anyone tried to test Lactose's theory that if you switch to AotV after you've fired a shot and before it hits, it will give mana back without reducing damage? (should be possible using aimed shot and spamming AotV with some luck).
I tested it myself, with the old version of Aspect of the Viper (100% of damage dealt --> mana, 50% decreased damage).
For reference, here's the post:
Originally Posted by Lactose
Stand far back, fire something, swap to Viper before shot lands. No damage reduction, 100% of damage dealt (i.e. 100% of normal damage for the shots in question) regenerated as mana. Swap back to Hawk.
EDIT: I guess I should add that I did test this. The above is not speculation.
Look, Lactose, we'd rather you didn't eradicate the whole human race.
- Sam & Max
Don't forget the 60% mana reduction when Rapid Fire is active. Assuming you have 2/2 Rapid Killing, that plus Efficiency is roughly equal to invigoration. The obvious change is to reduce Chimera Shot's mana cost to probably around 12% base mana. Explosive is 7% base mana every 6s so 16% base mana every 10s is a bit harsh.
Yes, Marksmanship has tons of talents which REDUCE the mana cost of its shots, which is fine and all, but it needs active regeneration to match BM and Survival. And Rapid Recuperation's "active regeneration" is more or less a joke.
Searching for unique ways for each tree to regenerate mana is somewhat annoying.
Perhaps adding a component to Serpent Sting (or stings in general) where each tick restores (or has a chance to restore) an amount of mana would be the way to go with Marks. The tree is already a lot more focused on Stings because of Chimera, so I think it would fit. Similar to how Survival is very crit focus and the way it regenerates mana is based on crits, and how BM's mana regen is (while lacking) related to pets.
As to where to place it, I think the obvious one is to replace Rapid Recuperation's Rapid Killing component.
There's nothing really wrong with rapid recuperation's rapid killing component. I'm sure it's great when you 3-4 shot mobs while grinding/leveling and I'm sure it's awesome when killing clueless people in bg's. It just has zero effect on the PvE Mana Regen/control game that the devs seem to so want us all to play. I think that the component is fine and that an additional way to regenerate mana in a PvE setting could be just added on, or in place of reduced costs during rapid fire.
Just off the top of my head:
-Makes rapid fire regenerate mana equal to X% of damage while under the effect (Drawback being you'll likely to hold off on using it at the start of the fight to get a better mana return).
-Make chimera shot crits give a self replenishment like buff, possible long lasting and stacking (the long you fire at something the more mana you get back)
-Have chimera shot refresh the the sting and refund the cost of casting the sting every time you use it. Have imp stings increase this effect by 30%
Just things like that are relatively 'unique' way of regenerating mana specifically for marks
Originally Posted by Relwin
If you need a shot macro to hold your hand then you are probably on the wrong forums.
There's nothing really wrong with rapid recuperation's rapid killing component. I'm sure it's great when you 3-4 shot mobs while grinding/leveling and I'm sure it's awesome when killing clueless people in bg's. It just has zero effect on the PvE Mana Regen/control game that the devs seem to so want us all to play. I think that the component is fine and that an additional way to regenerate mana in a PvE setting could be just added on, or in place of reduced costs during rapid fire.
Not only from a pve viewpoint but from an arena viewpoint the rapid killing component is nearly useless. Unless you're in 5v5 the only times you get a benefit from it is when you have won the game.
With the AotV as it is or as it will be, I don't see the need to cater to PvE or PvP grinders. For TBC atleast we're pretty good in bg's, increasing our mana regen there is of course nice but not the change needed.
Unless I'm missing something, both for PvE raiders and Arena'ers Rapid Recuperation could be buffed significantly.
What does it matter if its savings in efficiency or active mana regen? - its just 2 sides of the same coin, the end result is that each type simply extends the time until you have to switch to viper.
Also, I think you underestimate the new Master Marksman.
25% reduction in steady shot costs is huge, its the equivalent of over 100 mana/5 which unless i've missed something, will be superior or on a par with Toth and also on a par with or better than Invigoration.
The problem is not the regen(or efficiency) - its the mana cost of Chimera shot, which I still think is way too high.
Steady shot went from 4% mana to 5% That's a 25% increase. The new mastermarksmen simply trades 5% crit for 10% ap and our old steady shot cost.
The mana reduction could be greater, it could effect more abilities and it could be made a more worthwhile talent to address MM's mana guzzling tendencies.
Edit: Thx for the correction lactose.
Last edited by McInaction : 09/24/08 at 4:15 PM.
Originally Posted by Relwin
If you need a shot macro to hold your hand then you are probably on the wrong forums.
Steady shot went from 4% mana to 5% That's a 25% increase. The new mastermarksmen simply trades 5% crit for 10% ap and our old steady shot cost.
Your math is wrong.
100% mana cost reduction = free spell, not half cost. Thus you can't do (x*y)/y = x
Steady Shot, 5% base mana per cast.
Master Marksman, 5% reduction per point, 25% if maxed.
5%*0.75 = 3.75%
Look, Lactose, we'd rather you didn't eradicate the whole human race.
- Sam & Max
But of course, a talent can always be better, but it still results in the fact that BM and Survival can only maintain pure steady spam for 3/4 of the time that Marksman can, and its a good question as to whether the other active regeneration can match that.
I think this is the crux of the matter. Our DPS is too high so they can't give us the fast and 'fun' mana regeneration we want.
The solution should be obvious to them: reduce our DPS so we're back in line without resorting to damage reducing time spent in Viper. And then give us proper mana regeneration.
Are we too close to WotLK for them to consider something like that?
From what they're saying about other classes and damage? No. But I bet we can't get it. We're only Hunters after all.
But of course, a talent can always be better, but it still results in the fact that BM and Survival can only maintain pure steady spam for 3/4 of the time that Marksman can, and its a good question as to whether the other active regeneration can match that.
For Survival, Steady Shot crits trigger both Thrill of the Hunt and Hunting Party.
For Beast Mastery, Steady Shot crits can trigger Cobra Strikes, which can cause two Invigoration procs.
Both of these become better as you crit rate improves (and to a lesser degree they also become better as your mana pool increases).
So I find it unlikely that Marksmanship can actually keep steady spam going that much longer than Survival and Beast Mastery.