What is with people talking about nerfing things based off their experiences in lvl 70 raids/world when everything is being balanced for lvl 80 play/gear? Unless something is blatantly broken I wouldn't go around saying nerf this nerf that. There is going to be a pretty massive hit point hike as well as a massive AP/spell dmg hike @ 80.
If I got it right it's 17% of base mana for 6 seconds channeled, vs 5% for 1.5 sec shot (4 shots in 6 seconds = 20% of base mana) - so I thought it was not about the mana? But as others have said, auto shot is not firing while volley is channeled so I doubt it would make up for that in terms of dps.
I'm having a hard time finding out what's a good lvl 70 MM build, MM seems riddled with lack luster talents like Combat Experience, Piercing Shots and Wild Quiver. Gonna have to check the spreadsheet and see what it says.
Given my recent experience with the new improved volley I'd very seriously consider barrage over some of the poorer talents. I'm not as convinced about improved barrage unless it too will affect aimed shot's crit rate. On a single target boss fight it is as useless as you suspected but in a raid zone like the Sunwell Plateau where multiple bosses have "add" phases it becomes rather tasty. For example the Kil'Jaeden reflection phases consisted of tanking the mobs at the boss and multi, volley, volley, multi, volley, volley dead.
Point to add, though, by bow got broken between 2nd and 3d boss. I repaired, and after about 10 more waves, the bow was at ~80% durability while my other gear hadn't taken noticable damage. Is Volley causing our ranged weapons to break early?
Sounds like each volley hit is counting as an arrow shot. Sounds "bugged" to me. It really shouldn't work like that.
Like it needed that... I wonder how old that is too. If it was added long ago when ES was first nerfed into the ground, then it would be the logical place to return some power. If it is a recent change then the question begs, why do it?
It was indeed several patches ago. They also nerfed it to 9% crit instead of... what was it? 15?
I don't think T.N.T. is a good place to try to buff ES, though, unless you mean something like adding a damage boost into the talent as well. The chance to stun each time ES did damage was kind of ridiculous and not in line with the Mace Stun nerf, which is probably why they changed it. I'd rather they either up the AP scaling on ES or up the static added damage of the shot.
Every time I see the damage my Explosive Shot is doing, I'm reminded of how much more awesome it used to be, and it makes me sad.
Not sure if one of you guys have tried it before, but for our first SWP kill of Twins my Scorpid pet tanked Grand Warlock Alythess... successfully. Our Warlock tank was late so we thought it'd be funny. You can imagine how loud our vent was after the kill.
I don't suppose you have FRAPS of that? Be great to watch
Levidian - Not to mention the issue with JoW's currently massive and bugged mana return...
And well, the target switching issue is allready becoming a major annoyance for me, I've managed to wipe two pug heroic groups with it allready. I dread to think of the havoc potential on some trash.
What is with people talking about nerfing things based off their experiences in lvl 70 raids/world when everything is being balanced for lvl 80 play/gear? Unless something is blatantly broken I wouldn't go around saying nerf this nerf that. There is going to be a pretty massive hit point hike as well as a massive AP/spell dmg hike @ 80.
Not just that, but more abilities and talents will be available also. Ours are 'front loaded' -- we don't get very many new damage abilities from 70 to 80 (Kill Shot is the only one that comes to mind) while some other classes may get new ones. GC posted that things may look unusual at 70 but should smooth out at 80.
We also have to keep in mind that a large portion of what we're seeing is the "sticker shock" of Volley not completely sucking. We have been light-years behind the other ranged dps in terms of AOE damage, and it seems that at least part of the idea behind the changes to Volley is to make it so that groups can use hunters as ranged dps without sacrificing AOE capability (as part of their new "bring the player, not the class" raid-stacking philosophy). We would need to do some serious comparisons between our AOE and similar ones from other classes (rain of Fire, Blizzard, Hurricane) while taking into account any secondary effects they may have (like slowing effects), any talent optimizations available (which they might not have at 70 -- not everyone has jumped on the 51-point bandwagon at level 70), and any AoE abilities that we don't have (we don't have a point-blank instant AoE, or a Seed-style AoE, for example). I haven't played a caster class in an AoE situation (my druid is feral) so I couldn't really say whether what we're doing with Volley is way out of line. I don't have a baseline comparison yet.
Non-Exotic pets get 13 Pet Talent points? Exotic pets get 16 talent points (at least that is the maximum on Wowhead's Pet Calculator?
I thought Exotic Pets received 4 more talent points, not 3? Is the calculator wrong?
At level 80 pets get 16 talent points base, 20 with the talent.
At 70 it is only 13 base and 17 talented. I'm not sure where you get 16 from, the calculator works fine for me. Perhaps you tamed a low-level pet and it's not 68 yet, and are thinking of in-game where you've yet to earn the next talent point?
It's called Bloodlust, not Heroism. What kind of pansy name is Heroism, anyway?
<Bad> Dragonmaw US www.damnwesuck.com
12/13 [25] Heroic - Recruiting exceptional players.
About Mortal Shots: It really starts to feel like a lackluster talent compared to what it available out there. As long as it does not affect auto shot, would it not be reasonable to increase it's bonus to 50%? Or to rephrase it so that it affects the critical strike damage (instead of just the damage bonus) by 30%?
@Mako: yeah, comparing with the rogue and warrior talents it does seem in line with those, even though it does not do anything for our pet damage either.
We also have to keep in mind that a large portion of what we're seeing is the "sticker shock" of Volley not completely sucking. We have been light-years behind the other ranged dps in terms of AOE damage, and it seems that at least part of the idea behind the changes to Volley is to make it so that groups can use hunters as ranged dps without sacrificing AOE capability (as part of their new "bring the player, not the class" raid-stacking philosophy). We would need to do some serious comparisons between our AOE and similar ones from other classes (rain of Fire, Blizzard, Hurricane) while taking into account any secondary effects they may have (like slowing effects), any talent optimizations available (which they might not have at 70 -- not everyone has jumped on the 51-point bandwagon at level 70), and any AoE abilities that we don't have (we don't have a point-blank instant AoE, or a Seed-style AoE, for example). I haven't played a caster class in an AoE situation (my druid is feral) so I couldn't really say whether what we're doing with Volley is way out of line. I don't have a baseline comparison yet.
Just for some anecdotal evidence from a balance druid: last night in most aoe situations the survival hunter and I were neck and neck, he would definitively beat me on aoe pulls (Most trash pulls now) where my Starfall was on cooldown. Explosive Shot can tick passively while volley is being channeled which can give a huge edge. Hurricane and Volley seem to do very similar DPS at the same gear levels, I think volley might be doing a bit more but hurricane is currently a net mana gain for the moonkin. We did not have a mage in the raid to compare with. Haste also has a huge impact on the amount of damage you can get in with the long channeled spells because of how it compresses the damage ticks together.
I would agree with your evaluation that it's more of a shock at being viable AOE than any real unbalance.
About Mortal Shots: It really starts to feel like a lackluster talent compared to what it available out there. As long as it does not affect auto shot, would it not be reasonable to increase it's bonus to 50%? Or to rephrase it so that it affects the critical strike damage (instead of just the damage bonus) by 30%?
While I can understand the feeling that it's "weak" since we've become accustomed to autoshots getting the effect as well, if you look at the other physical dps classes the changes put us in-line with them. White damage on melee isn't given a crit modifier, just their yellow attacks (Rogues' Lethality, Warriors' Impale, etc.), so the change is warranted (in my opinion) since autoshot is now a proper auto-attack.
It's called Bloodlust, not Heroism. What kind of pansy name is Heroism, anyway?
<Bad> Dragonmaw US www.damnwesuck.com
12/13 [25] Heroic - Recruiting exceptional players.
Just for some anecdotal evidence from a balance druid: last night in most aoe situations the survival hunter and I were neck and neck, he would definitively beat me on aoe pulls (Most trash pulls now) where my Starfall was on cooldown. Explosive Shot can tick passively while volley is being channeled which can give a huge edge. Hurricane and Volley seem to do very similar DPS at the same gear levels, I think volley might be doing a bit more but hurricane is currently a net mana gain for the moonkin. We did not have a mage in the raid to compare with. Haste also has a huge impact on the amount of damage you can get in with the long channeled spells because of how it compresses the damage ticks together.
I would agree with your evaluation that it's more of a shock at being viable AOE than any real unbalance.
Well I went Marksmanship last night and we did a fun run of about 18 of us in BWL and I was keeping up neck and neck with Mages/Locks in terms of AE with Volley. Not a great example as it was a level 60ish zone, but I was doing about 2500-4000 dps on some bigger pulls. I'd heard they'd buffed Volley, but I didn't know it was to that extent.
The switch to a new mob only appears to happens RIGHT after the first mob dies... If you want a second when the first mob dies, auto will turn off and pressing the macro any more will not start you attacking.
My guess is that it only happens if you cast a shot
after the first mob dies, and
before autoattack turns off from that death
None of my theories for why this was happening panned out on testing, but I'll list them just in case it gives someone an idea. All of them assume you have auto/melee switch enabled, and "stop attacking on target switch" enabled.
If auto attack is on, your target will switch automatically.
I turned on autoattack and waited for my target to die. I did not automatically switch to the closest mob as my target.
If you try to cast a shot, the game returns the closest mob as your target (and switches you to that target).
Since we're checking before the call to cast a shot, this can't be the reason.
If you ask the game what your target it, it returns the nearest mob (and switches you to that target).
I tested my macro with no shot cast in it (just the /stopmacro bits and a say) and a /say. It stopped /saying as soon as my current target died.
If you ask the game what your target it, it returns the nearest mob (but does not switch you to that target). When you cast your shot after that, it will automatically switch to that target.
Same as the previous example, but I wanted to test it for completeness.
At this point, I'm at a loss as to what to try next.
Even though I completely forgot about tracking (whoops 5% dps loss?) I still seemed to do well, partly because scorpid poison is a little too high, and partly because of bugged JoW. I only had the glyph of serpent sting.
Had a great experience as MM doing a quick BT run last night (volley is fun with Barrage talented)
Can you share how you had your pet set up with regard to the pet-bar and autocast on/off? It seems your scorpid did very well, and I haven't been able to achieve that yet.
Even though I completely forgot about tracking (whoops 5% dps loss?) I still seemed to do well, partly because scorpid poison is a little too high, and partly because of bugged JoW. I only had the glyph of serpent sting.
having played around on beta with the ice shot i wish they had applied it to all traps that way immolation would be popped into an aoe situation and throw on a volley without loosing time moving about
Even though I completely forgot about tracking (whoops 5% dps loss?) I still seemed to do well, partly because scorpid poison is a little too high, and partly because of bugged JoW. I only had the glyph of serpent sting.
Checking a pure DPS race (Gorefiend) on your posted WWS I noticed your Scorpid out performed your own Serpent Sting DoT.
EDIT: Disregard that dumb question (deleted). I did notice that the Scorpid DoT had an average tick of 646 vs. an avg tick from Serpent Sting of 420. Do you remember what your raid buffed AP was last night?
EDIT: I am still trying to wrap my head around this, since Tukela took Imp Stings in his spec. Something has to be causing the Scorpid poison to scale much better than Serpent. What debuffs/buffs would enhance poison DoTs (or nature dmg overall)? I will research, but if anyone has anything to add to this please do so.
I finished a LOLWP and as Surv pulled about 3100DPS. Brut fight WWS.
I was using a ExS, steadyx3 rotation manually using this spec.
I was wondering what kind of dps I can expect if I go MM. Should I use Chimera/steady spam? What kinda of talent tree setup should I use?
A.) Personal DPS is subject to your gear, raid make-up and skill. As a reference though, BM & MM are pretty close. Use your other BM hunter in your raid as an idea, but I still recommend specing MM and testing for yourself.
B.) Use the Search Tool at the top of the forum to find all the information you need about MM spec and shot rotations. It has all been mentioned before.
EDIT: You opted to take 3/3 TNT vs. 3/3 Lock-n-Load. I didn't see any trap damage reported on your WWS report. Would you not gain more DPS taking 3/3 LnL and adding Serpent into your rotation?
Can you share how you had your pet set up with regard to the pet-bar and autocast on/off? It seems your scorpid did very well, and I haven't been able to achieve that yet.
I believe I had scorpid poison, claw, cower, and growl on the pet bar. Poison and claw set to auto-cast
Cower on the pet bar so i could be sure that it was not set to auto-cast, same with growl.
To the poster who asked about my raid-buffed AP: I believe it was around 3600-3700