I have to be perfectly honest, with the induction of Explosive shot, and Chimera shot I find myself using Steady shot less and less. Anyone else find this to be true?
I can't say that I've tried it in a raiding situation with 5minute+ fights, obviously, but in instances I find myself hardly using it at all. With my keeping up Serpent Sting, Using Explosive shot any time it's up, Multi Shot, And Lock and Load Procs garnering more explosive and arcane shots (which occur quite often, I'm happy to say) there's is little time to fit in a 2 second cast, even if it doesn't Clip Auto shot anymore. I doubt Blizzard would want to outdate Steady Shot outside of the BM tree, but right now, that's how it's looking to me.
The mana consumption of all those instants is DEFINITELY a problem right now though, but with Aspect of the Viper not working, that's a given. I dunno if Mana will be much of an issue when Viper works though, what with Hunting Party, Thrill of the Hunt, and the AotV Glyph that'll be coming out, and hopefully a larger mana pool, there will hopefully not be anymore mana issues. Hopefully.
But that's my take on some of the new things in the Beta right now. Can't really form an opinion on Kill Shot, cause I never use the bloody thing. Maybe when they get rid of the Knockdown, it'll be used more.
Blizzard has been taking care of a lot of longstanding hunter problems recently. I wonder if it's too much to hope for a graceful (or at least acceptable) solution to the melee/ranged buff thing soon.
There is a very simple, very easy to understand, and relatively problem free fix easily available. If the hunter or the pet is affected by some temp debuff (UR, a totem, whatever) its transferred to the pet/hunter. Cap it at 50 or 45 yards, to account for pet on one side of the mob, huner at max range on the other side situations. Problem solved. No clunky mechanics, no fiddling with the ranges of every ability and trying to pick the right one. It allows them to keep things like separation anxiety without making the hunter choose which benefit he gets. I don't see any potential for abuse, and I can't see anything overpowering about it sine I doubt Blizzard chose those ranges with the express intent of screwing hunters out of buffs.
I think I read somewhere that Arcane/Chimera/Explosive Shot all share cooldown (well not CH/EX as you can't get them together, but the Ar/CH and Ar/EX so that MM can't weave Ar and CH together?)
Well, we can assume that Arcane, Explosive and Chimera all trigger each other's cooldowns (and that's useful information, especially in those 51/51/51 build QQ threads that seem to pop up on the WoW forums every now and then )
However, at the moment at least, it looks like Arcane is getting left in the dust... it certainly needs some tweaking if it's going to be invited back into the BM rotation... in either case, Imp.Arcane still needs a slap around the head. OTOH, given that Serpent Sting is shaping up to be a PvE no-brainer, I could live with Arcane being consigned to the vaults of history
In other news, is 3/3 LnL + Immolation Trap going to be the last word in AoE farming? Now there's a tectonic shift for you
About the Glyph - Immolation Trap, the way I am reading this says that it will decrease your Immolation Trap effect by 6 seconds (I am assuming 6 seconds since the spell says -6000) and then doubles the effect while active. Does this now mean it loses 2 ticks and then each of the 3 original ticks are doubled in damage? Or does it mean it crams all the damage of the Immolation Trap x2 into just those 9 seconds?
If its the first way, assuming 3000 RAP, that will be about 1311 over 9 seconds or 874 a tick or 290 DPS. This results in an increase of 425 damage.
If the second way, it will be 4370 over 9 seconds or 1456 per tick or 485 DPS. This seems a bit ridiculous.
There is a very simple, very easy to understand, and relatively problem free fix easily available. If the hunter or the pet is affected by some temp debuff (UR, a totem, whatever) its transferred to the pet/hunter. Cap it at 50 or 45 yards, to account for pet on one side of the mob, huner at max range on the other side situations. Problem solved. No clunky mechanics, no fiddling with the ranges of every ability and trying to pick the right one. It allows them to keep things like separation anxiety without making the hunter choose which benefit he gets. I don't see any potential for abuse, and I can't see anything overpowering about it sine I doubt Blizzard chose those ranges with the express intent of screwing hunters out of buffs.
That's a pretty damn good idea, actually. Just limit it so Hunters don't get things like Frenzy from their pet and the pet won't get things like Deterrence from the hunter and I dare say that's a perfect solution. In addition it would also solve the problem of people forgetting to buff pets (or rather, being ignorant and overlooking them). The only problem I can think of is that it might cause problem with Paladin Blessings.
About the Glyph - Immolation Trap, the way I am reading this says that it will decrease your Immolation Trap effect by 6 seconds (I am assuming 6 seconds since the spell says -6000) and then doubles the effect while active. Does this now mean it loses 2 ticks and then each of the 3 original ticks are doubled in damage? Or does it mean it crams all the damage of the Immolation Trap x2 into just those 9 seconds?
If its the first way, assuming 3000 RAP, that will be about 1311 over 9 seconds or 874 a tick or 290 DPS. This results in an increase of 425 damage.
If the second way, it will be 4370 over 9 seconds or 1456 per tick or 485 DPS. This seems a bit ridiculous.
It reduces the duration by two ticks (6s) and then redistributes the damage to the other ticks of the trap. So, it would be option #2.
That's a pretty damn good idea, actually. Just limit it so Hunters don't get things like Frenzy from their pet and the pet won't get things like Deterrence from the hunter and I dare say that's a perfect solution. In addition it would also solve the problem of people forgetting to buff pets (or rather, being ignorant and overlooking them). The only problem I can think of is that it might cause problem with Paladin Blessings.
Giving the hunter any AoE buffs the pet gets is indeed a good solution to AoE buffs having annoyingly short ranges, sure... but it's a rather complicated solution compared to just increasing the range of all AoE buffs I'd like to hear Blizzard's reasoning for making AoE buff ranges so small... after all, 30 yards is diddly squat when you're in a "Spread out and group up" fight... M'uru's probably a good example of a 'worst case scenario' where groups need to be stacked for DPS, but at opposite ends of a rather large room.
It'd annoy the hell out of me if, after nearly 4 years, they were still thinking "Physical DPS buff = melee DPS buff = no need for a large radius".
For raiding, you will be using Arcane Shot as BM. You are neglecting the power of magical DPS buffs.
Misery: 5%
Improved Scorch: 10%
Earth and Moon: 6%
Curse of Elements: 10%
Maybe the mechanics of some those will change to be non-stacking, but for now they are all very different talents that all increase Arcane Shot tremendously.
As I understand it, instead of 5 ticks it does only 3, but each one deals 200%, then 3x200%=6. 120% total damage over 60% of the time.
120%/60% = 200% dps
It's a little spurious to take the 'duration' as only 9 seconds, when its cooldown remains 30. This looks like another attempt to give us a little more 'bursty' damage... however, TnT's fine print says there's a chance to stun when the ability deals damage, not when its applied... so glyphing to give Immolation 40% fewer ticks may not be the smartest move for PvPers. In fact, assuming the 'on damage' bit is intended (and working :p ) I can imagine TnT + Explosive Trap + LnL being a pretty grusome stunfest for anyone unlucky enough to be caught in it.
Giving the hunter any AoE buffs the pet gets is indeed a good solution to AoE buffs having annoyingly short ranges, sure... but it's a rather complicated solution compared to just increasing the range of all AoE buffs I'd like to hear Blizzard's reasoning for making AoE buff ranges so small... after all, 30 yards is diddly squat when you're in a "Spread out and group up" fight... M'uru's probably a good example of a 'worst case scenario' where groups need to be stacked for DPS, but at opposite ends of a rather large room.
It'd annoy the hell out of me if, after nearly 4 years, they were still thinking "Physical DPS buff = melee DPS buff = no need for a large radius".
I guess it would make sense to apply it to only AoE buffs.
As far as buff range goes, I think one of the few things I liked about AoC over WoW was that group buffs covered an area that was roughly three times larger. At least that's how it felt. I'm not sure what Blizzard is trying to prevent by keeping everything close to 30 yards or less.
So we get: Sniper training, surefooted and Hawk eye (propably) won't be "key" talents.
If we go with theese assumtions, we'll get WorldofWarcraft.com -> Info -> Classes -> Hunter -> Talent Calculator
2/3 surefooted will still allow us to use more crit/agi-based Gear. 2/3 EW sure will be a small decrease in EW uptime (though it'll be still >85% at~35% crit - with lower crit most hunters won't go SV...hopefully...).
4/5 Hunting Party still will give a decent ammount of mp/rage/energy/RP per 5 secs.
Just a small note to take into account with all Survival specs pooping their ~20 points into the MM tree; Rapid Killing is a waste for Survival hunters now, presuming you spec for Readiness with it's new 3 minute cooldown (which makes more sense, as it's 1 point vs. 2 points invested, and it effects more then just Rapid Fire's cooldown, and lots of builds are picking it up anyway). With 5-minute Readiness plus Rapid Killing, you'd go;
1: Rapid Fire
2: Readiness
3: Rapid Fire
4: Wait three minutes.
5: Rapid Fire
6: Readiness
7: Repeat from step 4...
Now, we can just pop Readiness every three minutes and pew pew all night long. And we just freed up two talent points to boot! Which we could put into... eeeeerm... Savage Strikes! ooooor... something. Yeah!
Just a small note to take into account with all Survival specs pooping their ~20 points into the MM tree; Rapid Killing is a waste for Survival hunters now, presuming you spec for Readiness with it's new 3 minute cooldown (which makes more sense, as it's 1 point vs. 2 points invested, and it effects more then just Rapid Fire's cooldown, and lots of builds are picking it up anyway). With 5-minute Readiness plus Rapid Killing, you'd go;
1: Rapid Fire
2: Readiness
3: Rapid Fire
4: Wait three minutes.
5: Rapid Fire
6: Readiness
7: Repeat from step 4...
Now, we can just pop Readiness every three minutes and pew pew all night long. And we just freed up two talent points to boot! Which we could put into... eeeeerm... Savage Strikes! ooooor... something. Yeah!
With 2/2 Rapid Killing and readiness, you get 2 rapid fires every 3 minutes (ish), instead of 1. How is that worthless?
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.
With 2/2 Rapid Killing and readiness, you get 2 rapid fires every 3 minutes (ish), instead of 1. How is that worthless?
Actually, given that we're free from Ratio Hell, Rapid Fire is a very underwhelming ability for something that's supposed to be a medium cooldown 'burst damage' ability. It's basically an average 2% increase in auto shot damage if used every 5 minutes, 3.33% if used every 3 minutes (i.e. Readiness only, or 2/2 RK only), or 6.15% with 2/2 RK and Readiness. With Rapid Recuperation, it has a place in a levelling spec, but I can't really come up with any SV raiding spec that justifies 2/2 RK, and for MM it's still underwhelming filler.
If the Rapid Fire buff dropped our GCD to 1 second (even if only for Steady Shot), that'd be a whole different story
Actually, given that we're free from Ratio Hell, Rapid Fire is a very underwhelming ability for something that's supposed to be a medium cooldown 'burst damage' ability. It's basically an average 2% increase in auto shot damage if used every 5 minutes, 3.33% if used every 3 minutes (i.e. Readiness only, or 2/2 RK only), or 6.15% with 2/2 RK and Readiness. With Rapid Recuperation, it has a place in a levelling spec, but I can't really come up with any SV raiding spec that justifies 2/2 RK, and for MM it's still underwhelming filler.
If the Rapid Fire buff dropped our GCD to 1 second (even if only for Steady Shot), that'd be a whole different story
If Rapid Fire also cancelled out the cool down on shots for x seconds I reckon that could turn the ability into an extreme burst damage ability but have the negatives of being stupidly mana expensive. But hey, it'll give some use for Rapid Recuperation, would it not?
If Rapid Fire also cancelled out the cool down on shots for x seconds I reckon that could turn the ability into an extreme burst damage ability but have the negatives of being stupidly mana expensive. But hey, it'll give some use for Rapid Recuperation, would it not?
Never going live, that would fuck up PvP so bad you can't even imagine it.
Giving the hunter any AoE buffs the pet gets is indeed a good solution to AoE buffs having annoyingly short ranges, sure... but it's a rather complicated solution compared to just increasing the range of all AoE buffs I'd like to hear Blizzard's reasoning for making AoE buff ranges so small... after all, 30 yards is diddly squat when you're in a "Spread out and group up" fight... M'uru's probably a good example of a 'worst case scenario' where groups need to be stacked for DPS, but at opposite ends of a rather large room.
It'd annoy the hell out of me if, after nearly 4 years, they were still thinking "Physical DPS buff = melee DPS buff = no need for a large radius".
Part of the problem could end up being the specs like Elemental Shamans doubledipping on attackpower for spellpower. Holy pallies have a similar possiblity. If the Elementals would end up getting all the melee buffs on top of the caster buffs they would absolutely rule.
Of course the easiest solution to that would be to send Mental Quickness deeper into Enhancement and Sheath of Light deeper into Retri. However that would end up requiring two changesm and possibly the revamping of Elemental power to come up with a fix for the loss of power they suffered there, and so on.
Better to go with Sabyn's idea I think. External buffs to Hunter or pet affects the other. Blessings shouldn't be an issue. Pets want Might and Kings, just like we do for our two first blessings (depending on the need for Improved Blessing of Wisdom and our manausage). As it is now we might end up with our pet having Blessing of Light at times, or *gasp* Sanctuary... Well at least one blessing of two that it can't really use. If they shared with us they would gain the best blessings all the time.
As it is now we might end up with our pet having Blessing of Light at times, or *gasp* Sanctuary... Well at least one blessing of two that it can't really use. If they shared with us they would gain the best blessings all the time.
Well, you definitely won't end up with Blessing of Light on your pets in future, since it doesn't exist in WotLK. Given the changes to a lot of tanking abilities regarding attack power, I wouldn't imagine that anyone would buff Sanctuary over Might either. Your pets might end up with Sanctuary nonetheless, but it should only be due to your having three Paladins in the raid.
Improved Lay on Hands is really fucking good:
Originally Posted by Malleus
Unless there's a reason to save it for a specific point in the fight, someone should be getting laid every single time it's up.
I've seen a lot of talk about how haste isn't all that useful for hunters, since it doesn't effect instants at all, nor steady shot past a (very easily hit) point.
It's worth noting that a lot of physical damage dealers have the same issue. If you have mostly white damage, or attacks that happen on next attack, then you get a lot out of haste. If you have mostly yellow damage instants (rogues/druids?) or casts (hunters), then you get very little out of melee haste... since the global cooldown still limits you.
Would it be unreasonable to ask that melee haste (or a combined haste, if they removed the split between them) effect cooldowns for us in the same way it does for casters? I would think that the Steady Shot global cooldown being decreased by hasted would solve a lot of the issues we have with it. The same would be true for the instants.
Arcane and Chimera shot do not share cooldowns. With Chimera shot being the stronger of the two shots by far, and the current implimentation of Imp. Steady Shot; I do not foresee Arcane shot being used much if at all during a MM hunter's rotation. The only time I can see Arcane shot being used is if Imp. SS procs immediately after a Chimera shot with Chimera shot being used roughly every 12 seconds (extra Serpent Sting tick) instead of every cooldown (10 seconds). Of course at this time we do not know which Chimera shot usage will provide more overall dps; the 12 second rotation or the 10 second rotation. Otherwise, Imp. SS procs will be saved for the next Chimera shot.
I'm pretty sure aimed shot still resets it. Blizzard doesn't want us to go back to aimed shot weaving as far as i know.
It's called Bloodlust, not Heroism. What kind of pansy name is Heroism, anyway?
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12/13 [25] Heroic - Recruiting exceptional players.
As I understand it, no, it is not correct. Beast Mastery will still be the number one best DPS spec. However, there are a lot of people here who seem to be excited by the thought of playing Survival because it's utility and DPS has been buffed to the point where the combination make it more viable than in BC.
It's too early to really tell which spec will have the highest dps until the actual numbers get solidified, and we certainly can't yet say for sure that it will be BM. So far, BM has not yet gotten many dps "boosters" from talents. There's 150 extra attack power from Hawk, a 60% chance on certain shots to get three pet special crits, and more frequent BW use for sure, and possibly some bonuses in Separation Anxiety (but that conficts with at least one of those talents or other dps boosts in the other trees). Pet specials are an unknown variable since they are placeholder (and terrible) right now.
By contrast, Wild Quiver can make up for some of the ground lost to Serpent's Swiftness, especially if it is tweaked to be higher than it is now, which the developers indicated would happen. SS basically works out to more autoshots in a given time (putting aside pet attacks for the moment), and Wild Quiver is a percentage chance for an extra shot at lower damage, which ultimately can be mathematically represented as equivalent to a particular amount of extra autoshots as well. Plus there are significant gains from sting improvements, Chimera Shot, Improved Steady Shot, Piercing Shots and Marked for Death on the MM side, and Explosive Shot, Lock & Load, etc. on the SV side. It's too early to say how close these will come to making up for lost ground and possibly passing up the dps gains in BM this xpac.
A lot of us are assuming that BM will be the highest dps, but no one has proved it yet (not that anyone can).