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Old 07/26/08, 4:19 PM   #736
Sean
Piston Honda
 
Orc Hunter
 
Illidan
Figured out the Wolverine Bite Formula - it's 5 damage per level +5. So the tooltip on wowhead makes sense now.

A level 70 Cunning pet has a 355 damage tooltip for Wolverine Bite. 72 is 365, 75 is 380, 76 is 385.

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Old 07/26/08, 5:25 PM   #737
Feanoro
Von Kaiser
 
Night Elf Hunter
 
Proudmoore
The problem that causes the confusion between MM and SV is simple, pvp. SV with its defenses and higher crit chance used to be the pvp tree. With the advent of resilience, SV got screwed over for pvp. MM, long the damage tree while BM was utility, suddenly had pvp tools crammed into it.

An easy solution would be to simply restore SV as the king pvp tree by swapping a few things with MM, and granting it armor pen talents to compensate for resilience. This is a rough idea, of course, but it seems off hand it'd go a long way to cleaning up the two trees.

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Old 07/26/08, 5:51 PM   #738
Feanoro
Von Kaiser
 
Night Elf Hunter
 
Proudmoore
Apparently, the PV change to 1% is a bug? Can anyone confirm or deny? Makes me wonder if the "nerfs" were on purpose, or bugs/mistakes.

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Old 07/26/08, 6:53 PM   #739
Sean
Piston Honda
 
Orc Hunter
 
Illidan
No one can confirm or deny it - it's not actually on Beta yet. The PV thing and the Hunting Party change are ONLY on the updated Talent Calculator on the official site.

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Old 07/26/08, 8:33 PM   #740
KraxisSingular
Banned
 
Blood Elf Hunter
 
Runetotem (EU)
Originally Posted by Æthien View Post
With cobra strikes feeding the pet an endless stream of crits even 3/5 could be enough I think.


If only there was another place to put those points to a use.
And for now, I'll leave BMtalent out of the build, because those 5 additional points serve little purpose and I want to see if any exotic pet is better than a raptor for dps first.
(knowing blizzard, I seriously doubt it)

48/18/5 would be my guess.
Possibly taking 1 point out of careful aim to fill up longevity, possibly taking all points out of it for something else.
Depends on what that talent affects.
Depending on another Hunter having IHM you could go for Focused Aim, which would be a real DPS booster on certain fights. Hexlord anyone? He undoubtedly not the last boss with such a mechanic.

And I would actually drop a point in Cobra Strikes and put it in Longevity. A near 1.5 min CD on BW fits better than a 96 second CD does. And of course pet specials like Savage Rend and various others will benefit greatly with 10% extra reduction.
Besides, Cobra Strikes is up for 4.5 seconds at least. In that time I wonder if we won't be seeing at least 3 crits for most of the time at T7. That should be enough to have it refreshed for most of the time. The extra point just feels like a relative waste to me.

But where to put that possible Frenzy point... Was thinking Spirit Bond or Endurance Training. But Master's Call could be a possible choice depending on what we will face, and even how it works. Rooted in place by a boss? Masters Call might help in some cases.

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Old 07/26/08, 11:46 PM   #741
rhodin
Glass Joe
 
Night Elf Hunter
 
Sylvanas (EU)
Originally Posted by MetallicaRulez0 View Post
Correct me if I'm wrong, but wouldn't this be the best single-target build?
Hunter (51/15/5)

Aimed Shot is pretty much only useful in PvP, unless you use it for the odd MD pull. Master's Call, again, is pretty much only useful for PvP until we find an encounter that involves movement and a snare/stun mechanic (which would invariably hit the pet trying to cast it too, now that I think about it). Improved Mend Pet is almost a must-have in my opinion, as it saves your pet from a lot of really nasty debuffs.
nice to have aimed shot when your bored etc, and 1% dmg is 1% dmg... and spirit bond > imp mend pet IMO, unless there will be encounters with alot of aoe debuffs or something.
Master's call could be nice if solo mobbs snare alot and maybe in 5-mans etc? but i dunno, we will have to wait and see.

Basically your spec is the same as mine with minor changes for personal liking.

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Old 07/27/08, 2:04 AM   #742
TheWicked22
Glass Joe
 
TheWicked22's Avatar
 
Gnome Death Knight
 
<EC>
Executus
Originally Posted by KraxisSingular View Post
But Master's Call could be a possible choice depending on what we will face, and even how it works. Rooted in place by a boss? Masters Call might help in some cases.
I suppose if you're only running with one paladin and a boss has a spammable snare, you could use Master's Call to break your tank out during the short Hand of Freedom cooldown. Maybe there will be a frost mage boss that does sick shatter combos, and the only way to save your tank will be to free him with Master's Call! BM Hunter utility!

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Old 07/27/08, 5:35 AM   #743
Kelidor
Glass Joe
 
Night Elf Hunter
 
Eredar
According to the WoW WotLK official talent calculators, Potent Venom now gives 3% again. I guess it was bugged. Anyone else notice?

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Old 07/27/08, 8:30 AM   #744
Tyranna
Von Kaiser
 
Night Elf Hunter
 
Norgannon
Originally Posted by Kelidor View Post
According to the WoW WotLK official talent calculators, Potent Venom now gives 3% again. I guess it was bugged. Anyone else notice?
Just noticed the same. The talent is still crap though. It just went from crap to terrible and then back to crap.

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Old 07/27/08, 8:37 AM   #745
KraxisSingular
Banned
 
Blood Elf Hunter
 
Runetotem (EU)
Originally Posted by TheWicked22 View Post
I suppose if you're only running with one paladin and a boss has a spammable snare, you could use Master's Call to break your tank out during the short Hand of Freedom cooldown. Maybe there will be a frost mage boss that does sick shatter combos, and the only way to save your tank will be to free him with Master's Call! BM Hunter utility!
That would be a cool application, hadn't thought of it that way. I was thinking more along the lines of a Rage fight where the root doesn't preclude the AoE (much like Aran and Blizzard). There getting out of it could save your behind pretty neatly, or if your main healer is stuck, save him and take a dive for the team.

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Old 07/27/08, 8:38 AM   #746
takel
Von Kaiser
 
Night Elf Druid
 
Shadowsong
Originally Posted by Tyranna View Post
Just noticed the same. The talent is still crap though. It just went from crap to terrible and then back to crap.
Yeah, the main problem still remains and that is the 3% increase in damage isn't worth the damage loss in using Serpent or Wyvern Sting.

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Old 07/27/08, 11:04 AM   #747
Snipehunter
Glass Joe
 
Troll Hunter
 
Korgath
I'm drawn to Potent Venom for the following reason. I was comparing damage/mana for arcane shot, and serpent sting.

Assumptions: 5000 RAP, 35% crit

Arcane shot normal = 492 + .15*5000 = 1242
Arcane shot crit = 1242 * 2.3 = 2856.6
Arcane shot normal mana = 540
Arcane shot crit mana (with TotH) = 0.6*540 = 324
Arcane shot normal damage/mana = 1242/540 = 2.3
Arcane shot crit damage/mana = 2856.6/324 = 8.82
Weighted arcane shot damage/mana = 0.65*2.3 + 0.35*8.82 = 4.58

Serpent sting:
Assuming 5/5 imp stings and 3/3 Potent Venom

Serpent sting damage = 0.1*5000 + 1210 = 1710
Serpent sting mana = 680 * (1-0.3) = 476
Serpent sting damage/mana = 1710/476 = 3.59

So yes, serpent sting is less damage/mana than arcane shot, but now the next step is to compare the "lost" damage from a GCD used by serpent sting to the next 15s where your damage is increased by 3%.

So in 15s, lets say you just chain cast steady shots. With a 3.00 bow and 15% quiver, you have a autoshot timer of 2.61s and a steady shot cast time of 1.5s (with haste it would be faster, but let's establish a lower bound here)
In 15s you can fire off 15 / 2.61 = 5 autoshots
In 15s you can fire off 15 / 1.5 = 10 steady shots

So 15 shots have 3% increased damage. I'm getting lazy, but let's assume each steady shot and auto shot hits for 1200 damage. (all without critting) (This is a conservative estimate at lvl 80, esp. the no-crit part).
15 * 1200 * 0.03 = 540 more damage.

Adding this on to the damage of serpent sting, 1710 + 540 = 2250
Mana cost of serpent sting = 476
Damage/mana = 2250 / 476 = 4.73

This is now higher than the damage/mana of arcane shot, and this is assuming that the subsequent steady and autoshots don't crit. As a lower bound, it shows that the 3% damage over 15s can and does indeed outweigh the lost GCD which you could've used on an arcane shot.

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Old 07/27/08, 11:19 AM   #748
Mancer
Glass Joe
 
Tauren Druid
 
Blackrock
Originally Posted by TheWicked22 View Post
I suppose if you're only running with one paladin and a boss has a spammable snare, you could use Master's Call to break your tank out during the short Hand of Freedom cooldown. Maybe there will be a frost mage boss that does sick shatter combos, and the only way to save your tank will be to free him with Master's Call! BM Hunter utility!
Masters Call is on a 1 min cooldown, if there was such a gimick in a fight (and it was a big issue to avoid snares on the MT) I think most guilds would just use a druid, who can break snares at will, as the MT. Two pallys can provide 20 sec every 25 sec (so 80%) snare avoidance which would probably be good enough, with a 1 minute CD I don't see Masters Call being all that useful even on a snare-gimick fight.

Of course this all depends on the fights in WotLK, it might be a great talent for 5mans, solo play or for getting us out of bad spots in 25 mans. As it is now I might drop a point from Imp. Mend Pet into Masters Call, or use it as the filler point that would otherwise go to making Frenzy 5/5 instead of 4/5 if Beast Mastery turns out to be a worthwhile talent, otherwise I think I'll be skipping it for more damage oriented talents in other trees. If Masters Call was a tier 1 talent I'd definitely take it over putting a filler point in Endurance Training.

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Old 07/27/08, 11:54 AM   #749
Serf
Banned
 
Orc Hunter
 
Feathermoon
I have just one thing to say re: master's Call; I hope they aren't telling us this is our only de-snare ability and is replacing Camouflage. Because if it is.... GG Blizzard.

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Old 07/27/08, 12:30 PM   #750
KraxisSingular
Banned
 
Blood Elf Hunter
 
Runetotem (EU)
Originally Posted by Snipehunter View Post
I'm drawn to Potent Venom for the following reason. I was comparing damage/mana for arcane shot, and serpent sting.

Assumptions: 5000 RAP, 35% crit

Arcane shot normal = 492 + .15*5000 = 1242
Arcane shot crit = 1242 * 2.3 = 2856.6
Arcane shot normal mana = 540
Arcane shot crit mana (with TotH) = 0.6*540 = 324
Arcane shot normal damage/mana = 1242/540 = 2.3
Arcane shot crit damage/mana = 2856.6/324 = 8.82
Weighted arcane shot damage/mana = 0.65*2.3 + 0.35*8.82 = 4.58

Serpent sting:
Assuming 5/5 imp stings and 3/3 Potent Venom

Serpent sting damage = 0.1*5000 + 1210 = 1710
Serpent sting mana = 680 * (1-0.3) = 476
Serpent sting damage/mana = 1710/476 = 3.59

So yes, serpent sting is less damage/mana than arcane shot, but now the next step is to compare the "lost" damage from a GCD used by serpent sting to the next 15s where your damage is increased by 3%.

So in 15s, lets say you just chain cast steady shots. With a 3.00 bow and 15% quiver, you have a autoshot timer of 2.61s and a steady shot cast time of 1.5s (with haste it would be faster, but let's establish a lower bound here)
In 15s you can fire off 15 / 2.61 = 5 autoshots
In 15s you can fire off 15 / 1.5 = 10 steady shots

So 15 shots have 3% increased damage. I'm getting lazy, but let's assume each steady shot and auto shot hits for 1200 damage. (all without critting) (This is a conservative estimate at lvl 80, esp. the no-crit part).
15 * 1200 * 0.03 = 540 more damage.

Adding this on to the damage of serpent sting, 1710 + 540 = 2250
Mana cost of serpent sting = 476
Damage/mana = 2250 / 476 = 4.73

This is now higher than the damage/mana of arcane shot, and this is assuming that the subsequent steady and autoshots don't crit. As a lower bound, it shows that the 3% damage over 15s can and does indeed outweigh the lost GCD which you could've used on an arcane shot.
That requires Imp Stings where the points could have been spent elsewhere. And to get PV you have to drop points in Master Tactician or Hunting Party, or ultimately also Explosive Shot (which looks to be the least effective choice to drop).

And you calculate against Arcane Shot which is already rather ineffective. Lets try to calculate against Steady Shot and Kill Shot since they will be the staple of any spec.


Normal Steady Shot of a 100 DPS weapon with 65 DPS ammo against a 30% armoured target: 280 (normalized average weapondamage for a 100 DPS weapon) + 182 (assuming the ammo will also be normalized to 2.8 speed) + (5000*.2+280) = 1742. 1742*0.7 = 1219
A crit = 1219*2.3 = 2805
Normal mana: 280
Manareturn with TotH: 0.6*280 = 168
Normal DPM: 4.35
Crit DPM: 25.04
Overall DPM: 4.35*0.65 + 25.04*0.35 = 11.59 DPM

Normal Kill Shot, same stats obviously, and assuming it is normalized to 2.8 speed too, and the target is below 20%: (280 + (5000*.15+325) + 785)*0.7 = 1498
A crit = 1498*2.3 = 3445
Normal mana: 475
Manareturn with Thrill: 0.6*475 = 285
Normal DPM: 3.15
Crit DPM: 18.13
Overall DPM: 3.15*0.65 + 18.13*0.35 = 8.39 DPM

So in the deparment of manaefficiency it isn't terribly great compared to what is to be expected to be used, and I think we can expect better weapons than 100 DPS, perhaps even greater ammo as well (and I don't know if ammo has an impact on Kill Shot either, I left it out at this time). However, if experience shows mana is a non-issue then it would actually be a boost to the DPS. Since talented up the sting isn't that far behind in DPG (Damage Per GCD), but the added 3% is going to help it along enough.
The losses in talents are going to hurt it though.

[EDIT] Damn, forgot to add Sniper Training for both shots. I think we can safely assume that it will be a great talent to use.

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