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07/30/08, 12:06 AM
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#876
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Piston Honda
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Originally Posted by Disargeria
Ignoring spell damage? They get 1/3 of their AP as spell damage. That's an average of 210 every shot.
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I ignored it for simplicity, since I wasn't sure what a reasonable value was and wasn't up to date with their mechanics/talents.
So, adding in 1/3 of their AP -> SP, we get ~400 mana back per 1.5s, spending 280 mana.
Surely there is no way JoW can go live like this?
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07/30/08, 12:29 AM
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#877
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Piston Honda
Night Elf Hunter
Aman'Thul
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Originally Posted by Chul
It seems a little strange that one simple debuff can mean the difference between running out of mana quickly, to practically never running out at all. I can actually see Hunters not specing into Invigoration after the first tier of raiding if not sooner.
Compare against the only other mana return we'd likely get: Hunting Party returns 2% of total mana no quicker than 8s. So at the best possible return, with a 10k mana pool, that is ~37 mana gained per 1.5s, with 280 mana spent in the same time period (or 123mp5).
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Hunters have always lived on something of a knife-edge mana-wise. Unlike other mana-based classes, rather than mana-supply making us choose between good DPS and excellent DPS, we get to choose between excellent DPS and pathetic DPS.
There are a few relevant variables in WLK that could improve the situation.
If Blizzard disproportionately boosts INT itemization on our gear (the increase mana usage of our new shots, plus Careful Aim v2.0 seems to hint that they will), this will result not only in a non-linear increase in mana pools (and therefore larger returns from HP), but also much better returns from Viper. IMO, Viper should always have been an Evocate Lite, allowing us to spam Steady Shot (our cheapest shot even in WLK*) while slowly gaining mana, taking about 20 second to go from empty to half-full, at which point we switch back to hawk. Has anyone done testing on downranking Steady Shot? Given that we'll have a (much?) larger base INT at level 80, spamming rank 1 steady with Viper up may be the Evocate Lite we're after if the DPS hit isn't too large.
With the decoupling of Steady and Auto, Imp.Hawk procs no longer serve to significantly boost DPS by dropping us down from 2:1 to 3:2, or from 3:2 to 1:1... instead, it will only offer a moderate DPS boost, making the switch from Hawk to Viper less of a liability.
Originally Posted by Chul
I ignored it for simplicity, since I wasn't sure what a reasonable value was and wasn't up to date with their mechanics/talents.
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Everything should be made as simple as possible, but no simpler
Originally Posted by Chul
So, adding in 1/3 of their AP -> SP, we get ~400 mana back per 1.5s, spending 280 mana.
Surely there is no way JoW can go live like this?
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Why not? At the moment, JoW + BoW + Steady Spam ensures nearly limitless mana. Our small mana pools and complete lack of base regen means that the difference between "infinite mana" and "OOM in 60 seconds" is only a few dozen mp5.
Last edited by Catalept : 07/30/08 at 12:35 AM.
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07/30/08, 12:33 AM
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#878
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Piston Honda
Human Death Knight
Boulderfist
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Well, with the Int->AP talents that Shaman and Hunters get, I'm sure we'll be seeing more Int on our gear. We just don't know how much. Maybe they'll replace all AP with Int?
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07/30/08, 12:40 AM
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#879
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Piston Honda
Night Elf Hunter
Aman'Thul
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Originally Posted by Disargeria
Well, with the Int->AP talents that Shaman and Hunters get, I'm sure we'll be seeing more Int on our gear. We just don't know how much. Maybe they'll replace all AP with Int?
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Given that 1 INT gives only 1 AP, but costs 2 AP's worth of stat allocation, I hope not. For raiding at least, we can assume the existence of JoW, which means that (as usual) the choice between mail for larger mana pools and leather for DPS is a no-brainer, and would completely defeat the purpose of Blizzard's 'gear convergence' program. We'd still be fighting rogues for gear (which is something I got tired of back in Karazhan).
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07/30/08, 12:44 AM
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#880
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Piston Honda
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Originally Posted by Catalept
If Blizzard disproportionately boosts INT itemization on our gear (the increase mana usage of our new shots, plus Careful Aim v2.0 seems to hint that they will), this will result not only in a non-linear increase in mana pools (and therefore larger returns from HP), but also much better returns from Viper. IMO, Viper should always have been an Evocate Lite, allowing us to spam Steady Shot (our cheapest shot even in WLK*) while slowly gaining mana, taking about 20 second to go from empty to half-full, at which point we switch back to hawk.
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But my quick calculations show that at the start of raiding, BM hunters will gain more mana than they spend if a ret paladin has JoW is up. This means intellect is really a useless stat and that we should be using leather gear when raiding.
Hence why JoW will probably go through some changes, perhaps scale a little worse, or put in an internal cooldown or something. I hope not though
Originally Posted by Catalept
Has anyone done testing on downranking Steady Shot? Given that we'll have a (much?) larger base INT at level 80, spamming rank 1 steady with Viper up may be the Evocate Lite we're after if the DPS hit isn't too large.
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If we consider Viper with 500 intellect, that is 300mp5 at level 80 with < 20% mana. Steady Shot rank 1 is ~300mp5 usage so we don't gain mana when we downrank.
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07/30/08, 12:51 AM
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#881
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Piston Honda
Human Death Knight
Boulderfist
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Originally Posted by Catalept
Given that 1 INT gives only 1 AP, but costs 2 AP's worth of stat allocation, I hope not. For raiding at least, we can assume the existence of JoW, which means that (as usual) the choice between mail for larger mana pools and leather for DPS is a no-brainer, and would completely defeat the purpose of Blizzard's 'gear convergence' program. We'd still be fighting rogues for gear (which is something I got tired of back in Karazhan).
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Ah, I see. I thought they were the same value.
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07/30/08, 1:06 AM
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#882
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Piston Honda
Night Elf Hunter
Aman'Thul
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Originally Posted by Chul
If we consider Viper with 500 intellect, that is 300mp5 at level 80 with < 20% mana. Steady Shot rank 1 is ~300mp5 usage so we don't gain mana when we downrank.
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Good point... but so long as the best Viper can do is allow us to tread water while doing crap DPS, it's still a last resort to be avoided, rather than a useful tool with tradeoffs (e.g. Lifetap or Evocate). Speaking of which, I assume Mana Emeralds don't give Potion Sickness, and are still 3 charges on a 2-minute cooldown. /envy
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07/30/08, 1:22 AM
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#883
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Von Kaiser
Night Elf Hunter
Lightbringer
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Originally Posted by Catalept
Given that 1 INT gives only 1 AP, but costs 2 AP's worth of stat allocation, I hope not.
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And so does agi. I don't see you spurning that. Why? Because it does other things in addition to the attack power, and compounds with buffs like Kings.
I'm not going to say outright that I want nothing to do with int. For DPS purposes, does the itemization cost keep up with AP? No. But if you have a choice between doing 100 DPS for half the fight or 90 DPS for all of it, which would you prefer? Until we see how the mana situation plays out, it's a little unfair to say "eww eww get away from me." If they had picked something otherwise worthless to us, like strength or spirit, then I could understand.
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07/30/08, 1:56 AM
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#884
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Don Flamenco
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Originally Posted by Arcazua
And so does agi. I don't see you spurning that. Why? Because it does other things in addition to the attack power, and compounds with buffs like Kings.
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You don't have to spend talent points to get AP from AGI. Remember that the quote to which he was responding said:
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Maybe they'll replace all AP with Int?
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I don't think people are objecting to the idea of possibly adding more INT to gear or at least giving people more reason not to wear rogue/cat leather, but the idea of replacing ALL AP with INT is pretty horrible. It would result in an overall loss in AP, because of the way item budgets work. Plus, we only get 1 AP per INT if we talent for it, and while Careful Aim is pretty accessible due to its place in the MM tree, there are some builds that can't afford it, and itemization should never be absolutely tied to people investing in talents. Any PvP build will require at least 14 points in MM and 11 in SV if this were the case, which leaves only 46 points to go around elsewhere. This isn't a problem for MM or SV, but BM builds would suffer greatly. Aspect Mastery, if it has a "purpose", is for the PvP benefits to Aspect of the Monkey, and that kind of itemization change would exacerbate the problem that no one who specs PvP BM can even afford to buy the new PvP BM talent. It's already bad enough that no one can max it as is, but we'd be looking at only being able to put one point into it.
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07/30/08, 2:31 AM
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#885
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Piston Honda
Night Elf Hunter
Aman'Thul
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Originally Posted by Arcazua
And so does agi. I don't see you spurning that. Why? Because it does other things in addition to the attack power, and compounds with buffs like Kings.
I'm not going to say outright that I want nothing to do with int. For DPS purposes, does the itemization cost keep up with AP? No. But if you have a choice between doing 100 DPS for half the fight or 90 DPS for all of it, which would you prefer? Until we see how the mana situation plays out, it's a little unfair to say "eww eww get away from me." If they had picked something otherwise worthless to us, like strength or spirit, then I could understand.
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Yes, but one of the 'other things' that AGI does is give us crit. If you calculate AGI's worth (at level 70), even pre-kings, in terms of stat-budget, 1 AGI is worth 0.5 points worth of AP and 0.552 points worth of crit, which is 1.052 point's worth of DPS attributes. Even with 3/3 CA, INT will only give 0.5 point's worth.
The fact is that in a raid, JoW plus mana-feeding specs means we won't have to worry about mana... all that will matter is how much DPS we can push. Unless Blizzard wants to give us crit for INT, or 2 AP per INT, AGI will remain the preferred (basic) stat for raiders, and we'll take it where we can get it.
I see CA as making INT a less worthless stat, not a more desirable one.
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07/30/08, 2:51 AM
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#886
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Glass Joe
Night Elf Hunter
Mannoroth
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reconsidering iaoth
I was looking up iaoth on wowhead and this is what it procs:
Effect #1 [Apply Aura]: Add Flat Modifier (18)
Value: 10
Effect #2 [Apply Aura]: Add Flat Modifier (8)
Value: 15
vs rapid fire:
Effect [Apply Aura]: Haste - Ranged
Value: 40
What does this mean in terms of haste effects. I'm just wondering if iaoth will still be as usefull when autoshots are unlinked from special shots and how the talent will affect the 2sec steady shots.
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07/30/08, 3:14 AM
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#887
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Von Kaiser
Night Elf Hunter
Norgannon
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I think it's worth pointing out that JoW seems to be the end all be all answer for our mana problems. I see a lot of you agreeing that this is the case. I will agree that in a 25 man raid, it's much more likely than not to have at least one paladin and said paladin has more than enough incentive to keep JoW up near 100% of the time. However, I can't see this being the case for 10 man raids.
With our reliance on JoW for longevity, we require at least one of the remaining 9 spots to be a paladin. I don't think this is specifically a Hunter issue either. Mages are in much the same boat when it comes to longevity issues without outside support. To a certain extent, all the other mana using damage dealers are affected as well. Blizzard has purposefully made it so all the tanking classes can be swapped between each other and all the healing or DPS classes amongst themselves as well. There's supposed to be no such thing as a required class. Yet, that seems to be the case with paladins and JoW. Doesn't this go against Blizzard's idea of a certain amount of interchangeability between the classes?
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07/30/08, 4:34 AM
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#888
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Von Kaiser
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Has there been any discussion on the WOTLK beta forums about how Pet's active abilities will be handled with Auto-cast draining focus?
Personally, I think if you use a high focus, active ability it shouldn't do a focus check, It should just use the focus and throw the pet into negative focus and have the pet build focus back from negative numbers until it can resume using it's auto-cast abilities.. If this could be implemented, It'd make using pet cooldowns much more reliable than the alternative.
If anyone wants to kinda bring up the idea on the official forums, I'd be grateful 
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07/30/08, 6:42 AM
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#889
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Glass Joe
Human Paladin
Stormreaver (EU)
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Originally Posted by Kaji-Boulderfist
Has there been any discussion on the WOTLK beta forums about how Pet's active abilities will be handled with Auto-cast draining focus?
Personally, I think if you use a high focus, active ability it shouldn't do a focus check, It should just use the focus and throw the pet into negative focus and have the pet build focus back from negative numbers until it can resume using it's auto-cast abilities.. If this could be implemented, It'd make using pet cooldowns much more reliable than the alternative.
If anyone wants to kinda bring up the idea on the official forums, I'd be grateful 
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Sounds like a good idea but if you have two activated abilities you can cast them both at the same time which they'll probably want to avoid. It may be better to do it the other way around and if you cast an activated ability your pet queues it and stops using focus dumps till it has enough focus, does the ability and then goes back to what he was doing initially.
Bliz have made posts indicating that there will be some sort of AI with regard to pet focus use but at present I think its NYI and I haven't seen any details.
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07/30/08, 7:37 AM
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#890
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Von Kaiser
Night Elf Hunter
Argent Dawn (EU)
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Originally Posted by Sean
In a raid situation it's pretty irrelevant - Windfury will now be raidwide and effects both melee and ranged haste. Windfury untalented gives 16% haste which puts it right at like 1.49 for a Mark's Hunter with a quiver which is just about perfect. Talented it's 20% which far more than enough.
It's very possible that Marks will be a viable raiding spec since they got a lot of deep DPS talents and the haste thing won't be an issue.
... But Devilsaurs are just too damn cool and I'm speccing 51 BM no matter what. Roar~
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Hmm.. that would seem to make it better  Then I don't quite see the need for extending the cast time of it though?
Only argument I see for extending steady shot's cast time to 2 seconds is to make haste a good stat, and not just a semi-decent one, for hunters (in WotLK).
And it does worry me about it's use in PvP.
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Numquam catapultas allice, iram omnium concitabis
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07/30/08, 8:49 AM
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#891
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Glass Joe
Night Elf Hunter
Khaz Modan
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I haven't played since TBC was first release, so maybe the item formula has been changed, but it used to be that the more of a stat you put on an item, the more expensive that stat became. Because of this you could have a chest piece with the following stats:
50 Agility
75 Stamina
100 AP
Or you could drop the AP a little and put some intellect on it:
50 Agility
75 Stamina
22 Intellect
80 AP
Both of these chest pieces would be ilvl 137. With Careful Aim the second chest piece actually passes the first in AP.
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07/30/08, 9:59 AM
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#892
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Great Tiger
Troll Death Knight
Mal'Ganis
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Originally Posted by Sean
Bear Trap is in btw! It looks like an actual bear *Trap* - like the big ones you'd see in Chuck Jones cartoons. I kinda figured it would, but bears coming out would have been awesome.
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As much as I was expecting it to be an actual bear trap, some part of me was really hoping it involved actual bears like Snake Trap does.
How often does damage tend to break the snare effect? I'm kind of doubtful about how often I'll end up using it, as much as I'd like to toss it down every time I see a melee class come my way.
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07/30/08, 10:11 AM
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#893
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Von Kaiser
Night Elf Hunter
Ravencrest (EU)
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Originally Posted by Tyne2
I haven't played since TBC was first release, so maybe the item formula has been changed, but it used to be that the more of a stat you put on an item, the more expensive that stat became. Because of this you could have a chest piece with the following stats:
50 Agility
75 Stamina
100 AP
Or you could drop the AP a little and put some intellect on it:
50 Agility
75 Stamina
22 Intellect
80 AP
Both of these chest pieces would be ilvl 137. With Careful Aim the second chest piece actually passes the first in AP.
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Yes, this a valid point.
Still one problem thou, excluding stamina from rogue leather, all other stats on it often are the best stats for hunter dps, (hit, ArP,agi, crit, AP) so while we get some intelect on our gear, rogues gets another stat like Hit or Arp that would give more dps then Int for us hunters.
Carefull Aim will close the dps-cap between hunter mail and rogue leather items, no doubt, but is it enough?
Ofc, then adding raid-buffs and such things, CA will give us some decent AP addition, think with the BoK, new MotW, AI or maybe Scrolls we will have an extra 120-150 Int in raids, and well, 150 AP extra is always nice.
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07/30/08, 10:26 AM
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#894
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Glass Joe
Orc Hunter
Throk'Feroth (EU)
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Master's call looks like a great pvp tool.
The big problem I see here is that we'll have to pick 2 out of these 3 abilities : master's call, chimera shot and deterrence.
At the moment I'd say the worst is clearly chimera shot : master's call will be a must have to escape melee and assist partners, deterrence is the only serious way a hunter will have to reduce incoming damage (iceblock trainable, clos trainable, but no, they wont give us that little tier 3 skill trainable, neither scatter shot...). Chimera is just a gadget.
It's a real shame that the final tier talent from the supposed pvp tree is worse than the tier 3 abilities from the two others trees, arena wise.
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07/30/08, 10:36 AM
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#895
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Piston Honda
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Originally Posted by Sean
In a raid situation it's pretty irrelevant - Windfury will now be raidwide and effects both melee and ranged haste. Windfury untalented gives 16% haste which puts it right at like 1.49 for a Mark's Hunter with a quiver which is just about perfect. Talented it's 20% which far more than enough.
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Windfury has a 20 yard range, talented to 30 yards. Enhancement shamans stand in melee range. Survival hunters stand more than 30 yards away, due to Sniper Training.
We'll only get Windfury if we sacrifice Sniper Training to stand close to the boss (which encounters might not let us do anyway), or if 2 Elemental/Resto shamans are near us (the first Elem/Resto drops WoA). In 10-mans, the latter will almost never happen, and on the unlucky night when 1 resto and no elemental shows up to a 25-man, we'll do horrible DPS.
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Originally Posted by PSGarak
Personally I am not considering any spec without Corpse Explosion, because Corpse Explosion is the best spell in the game in any game that has a spell named Corpse Explosion.
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07/30/08, 10:51 AM
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#896
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Glass Joe
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Sorry if i missed this being mentioned so far. Was anyone able to determine if improved tracking worked on non-trackable mobs if you have a HM on them?
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07/30/08, 11:32 AM
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#897
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Von Kaiser
Troll Hunter
Haomarush (EU)
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Originally Posted by Gearknight
Windfury has a 20 yard range, talented to 30 yards. Enhancement shamans stand in melee range. Survival hunters stand more than 30 yards away, due to Sniper Training.
We'll only get Windfury if we sacrifice Sniper Training to stand close to the boss (which encounters might not let us do anyway), or if 2 Elemental/Resto shamans are near us (the first Elem/Resto drops WoA). In 10-mans, the latter will almost never happen, and on the unlucky night when 1 resto and no elemental shows up to a 25-man, we'll do horrible DPS.
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The Shaman could maybe drop his totems in beetween... in case the Boss doesn't have to be turned around over the course of the fight.
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07/30/08, 11:33 AM
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#898
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Soda Popinski
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Originally Posted by Vilyah
Sorry if i missed this being mentioned so far. Was anyone able to determine if improved tracking worked on non-trackable mobs if you have a HM on them?
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I think Improved Tracking is still NYI, so impossible to test.
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07/30/08, 11:41 AM
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#899
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Piston Honda
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Originally Posted by Conscience
The Shaman could maybe drop his totems in beetween... in case the Boss doesn't have to be turned around over the course of the fight.
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Good luck convincing your shaman to stop DPSing, locate the hunters, run 15 yards, drop a totem, and run back, several times throughout a long fight.
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Originally Posted by PSGarak
Personally I am not considering any spec without Corpse Explosion, because Corpse Explosion is the best spell in the game in any game that has a spell named Corpse Explosion.
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07/30/08, 11:55 AM
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#900
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Piston Honda
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Originally Posted by Conscience
The Shaman could maybe drop his totems in beetween... in case the Boss doesn't have to be turned around over the course of the fight.
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Well i would think that most raids would want to run with 1 of each spec of shamans so i don't really see why the resto shammie couldn't drop windfury for the hunters. Of course you probably wouldn't get improved windfury but that wouldn't be too much of a loss for bm and survival justifies its spot through expose weakness and potentially hunting party.
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