It wasnt in the patch notes on MMO-C but i notice a change in the description for explosive shot:
You fire an explosive charge into the enemy target, dealing [20% of RAP + 345] fire damage. The charge will blast the target every second for an additional 2 sec. Each charge also deals [5% of RAP + 86] fire damage to all nearby enemies within 5 yards of the target.
Am i reading this right? 3x 20% RAP + 345? And then a minor aoe damage which seems insignificant now.
Could someone please check this, or tell me what i am reading wrong? Cause from where im standing, ES just got buffed, and with recent changes, it shouldnt be a problem to be on par with BM hunters.
Also, with the change to hunting party (when critting with said abilities) "increases mana regen on up to 10 people by 0,5% of maximum mana per second". Does anybody have any idea on how long that actually is? One crit = one second?
Revisiting the hunter glyphs, take a look at the trueshot aura glyph again. It adds an additional 2% damage to your trueshot aura which is now raid wide and also 10%. Does the 2% only affect the hunter or does it also after the raid and? Also, does the 2% add additively or multiplicatively? The reason I am asking is because currently there are no other glyphs that increase Shamanistic Rage or Abominations Might (Death Knight).
In addition Some quick math on Hunting Party. Assuming a caster has 18,000k mana at 80 the talent will give 900 mana on average to that caster.
Revisiting the hunter glyphs, take a look at the trueshot aura glyph again. It adds an additional 2% damage to your trueshot aura which is now raid wide and also 10%. Does the 2% only affect the hunter or does it also after the raid and? Also, does the 2% add additively or multiplicatively? The reason I am asking is because currently there are no other glyphs that increase Shamanistic Rage or Abominations Might (Death Knight).
In addition Some quick math on Hunting Party. Assuming a caster has 18,000k mana at 80 the talent will give 900 mana on average to that caster.
How long does the refreshment buff last though? If it's long enough you might look at a 100% uptime 0.5% mana/second regeneration.
My concern/dislike with Camoflage was that it was originally designed as and intended to be a Vanish. It would dispel all harmful effects on the user and put the player in an improved state of stealth.
Under its current form, we'll have to go back to macroing FD + Camo to get it to work. But if you have any sort of DoT on you, you're screwed and just blew 2 cool downs for nothing.
How long does the refreshment buff last though? If it's long enough you might look at a 100% uptime 0.5% mana/second regeneration.
Refreshment buff lasts 15 seconds. I would even dare to say in a 25 man 100% uptime on all mana users (assuming the buff attaches itself to whomever has the lowest mana) looks pretty viable. The only thing I'm not sure of is if the mana regeneration is based on the persons base mana pool or a percentage of the mana they currently have (think old aspect of the viper mechanics, the less mana you have the more effective it is).
Last edited by Sympa : 08/30/08 at 2:42 PM.
Reason: More information
Did anyone notice that the mana cost on all our shots has been changed to a % of base mana rather than a specific number?
How does this work? Is "Base Mana" our mana-pool unbuffed but with gear? Or is it the mana pool we have if we have no gear on (which would mean it's still a specific number, slightly varying between races though)?
If it's the former then this greatly devalues intellect on our gear because almost all sources of mana-regen are absolute and not relative to our mana pool (basicly, a regen of 100mp5 would yield more shots to a mana pool of 1k than one of 8k). If it's the latter then it doesn't really matter with regards to intellect on gear.
Knowledge is knowing a tomato is a fruit, wisdom is knowing not to put it in a fruit salad.
Did anyone notice that the mana cost on all our shots has been changed to a % of base mana rather than a specific number?
How does this work? Is "Base Mana" our mana-pool unbuffed but with gear? Or is it the mana pool we have if we have no gear on (which would mean it's still a specific number, slightly varying between races though)?
If it's the former then this greatly devalues intellect on our gear because almost all sources of mana-regen are absolute and not relative to our mana pool (basicly, a regen of 100mp5 would yield more shots to a mana pool of 1k than one of 8k). If it's the latter then it doesn't really matter with regards to intellect on gear.
Base Mana is the mana you have without any gear/buffs.
With all the changes to mana regen and %-based mana regen abilities/talents, Intellect mostly serves as another source of AP, to be honest.
My concern/dislike with Camoflage was that it was originally designed as and intended to be a Vanish. It would dispel all harmful effects on the user and put the player in an improved state of stealth.
Under its current form, we'll have to go back to macroing FD + Camo to get it to work. But if you have any sort of DoT on you, you're screwed and just blew 2 cool downs for nothing.
Casting FD in arena put you out of combat, with or without debuff like bleeding effect, then we can FD + Camo and ever bandage us, if the tooltip is correct. Only damage from hunter and pet will break Camo.
Casting FD in arena put you out of combat, with or without debuff like bleeding effect, then we can FD + Camo and ever bandage us, if the tooltip is correct. Only damage from hunter and pet will break Camo.
That is all assuming that the write up is valid. If it isn't, we're screwed.
How are we screwed? We just got stealth. I can't see anything bad about that at all.
Vanish is a rogue trick, and they have it because they have a lot of moves that can only be used while stealthed. All we get is the element of surprise and a 50% damage boost on the first shot we fire from it. We don't really need a Vanish because we still have access to all of our important combat tricks regardless.
Also, thinking that only damage from the hunter has the ability to break Camo is nothing but hopeful thinking. The wording does not exclude damage done to the hunter being able to break it.
What I'm most surprised at is that we'll be moving at a speedy 70% base move speed while stealthed. I never would have figured they'd put us on par with Stealth's unmodified movement speed, especially since we can use Cheetah at the same time. I wonder if we can change aspects without breaking camo.
How are we screwed? We just got stealth. I can't see anything bad about that at all.
Vanish is a rogue trick, and they have it because they have a lot of moves that can only be used while stealthed. All we get is the element of surprise and a 50% damage boost on the first shot we fire from it. We don't really need a Vanish because we still have access to all of our important combat tricks regardless.
Also, thinking that only damage from the hunter has the ability to break Camo is nothing but hopeful thinking. The wording does not exclude damage done to the hunter being able to break it.
What I'm most surprised at is that we'll be moving at a speedy 70% base move speed while stealthed. I never would have figured they'd put us on par with Stealth's unmodified movement speed, especially since we can use Cheetah at the same time. I wonder if we can change aspects without breaking camo.
The reason that I mention this is that it is a lvl 80 base ability (nothing wrong with that) which was originally intended as a Hunter Vanish + CloS. I do agree with you that Vanish is and should always be a Rogue specific ability and I also agree that I like this concent, to an extent. What I'm worried about, though, is the Hunter community going back to pre-TBC times and using a FD macro to get this working. That, in and of itself, isn't a bad thing but it is all a moot point if damage done TO the Hunter while moving into stealth negates the entire effect.
Remember, the original inception of this skill was a get away skill that would eliminate all harmful effects on us. With the change to Disengage and moving several of our escape talents to base abilities, this was no longer needed. But that isn't to say that we don't need an effect removal ability.
I see, I misunderstood what you were concerned about.
I expect that it'll work like Invis. The three seconds is probably supposed to represent our preparations for moving into camo (putting on a poncho covered with leaves and a hat with a tree branch on it, or what have you). It would make sense that damage would disrupt the effect. It would also be another way to differentiate it from Stealth and also balance it in PvP. I'm pretty convinced this is purely to help us get the drop in PvP and be able to utilize traps better in PvE. However, hopefully it doesn't have a very obvious visual cue, so we at least have a chance of slipping into it in PvP.
However, I do like the suggestion made earlier that traps should arm/stealth instantly while in camo. Of course, they should go back to doing that regardless, but I digress.
However, I do like the suggestion made earlier that traps should arm/stealth instantly while in camo. Of course, they should go back to doing that regardless, but I digress.
I've always been of the opinion that traps should be treated as the level of the user and have a stealth skill equal to that of a druid/rogue of the level of the user. I also think that they should have a trigger range of 5 yards in order to prevent "trap dancing". Then again, that is just me and my opinion.
Im sorry i have to write this again, but i am *very* anxious to learn this:
It wasnt in the patch notes on MMO-C but i notice a change in the description for explosive shot:
You fire an explosive charge into the enemy target, dealing [20% of RAP + 345] fire damage. The charge will blast the target every second for an additional 2 sec. Each charge also deals [5% of RAP + 86] fire damage to all nearby enemies within 5 yards of the target.
Am i reading this right? 3x 20% RAP + 345? And then a minor aoe damage which seems insignificant now.
Could someone please check this, or tell me what i am reading wrong? Cause from where im standing, ES just got buffed, and with recent changes, it shouldnt be a problem to be on par with BM hunters.
Also, with the change to hunting party (when critting with said abilities) "increases mana regen on up to 10 people by 0,5% of maximum mana per second". Does anybody have any idea on how long that actually is? One crit = one second?
The way I'm reading it is:
It does damage X to the target.
It does damage Y to nearby opponents.
It does damage X to the target again 1 second later.
It does damage Y to nearby opponents.
It does damage X to the target again the next second.
It does damage Y to nearby opponents.
Might be wrong though :S
edit:me no type good.
Originally Posted by Ulthwithian
Paladins do have an ability to heal multiple people at once. It's called Divine Storm. ><
Im sorry i have to write this again, but i am *very* anxious to learn this:
It wasnt in the patch notes on MMO-C but i notice a change in the description for explosive shot:
You fire an explosive charge into the enemy target, dealing [20% of RAP + 345] fire damage. The charge will blast the target every second for an additional 2 sec. Each charge also deals [5% of RAP + 86] fire damage to all nearby enemies within 5 yards of the target.
Tooltips don't really have anything to do with reality, it might be just a rewording to say the 2 ticks also hit the initial target. We won't really know if anything has changed until someone in beta tests and reports back.
I'm pretty sure that's just a change to sloppy wording in earlier versions where it wasn't clear whether the initial damage hit 3 times. It's always been that strong, specifically because it does have to be on par with BM hunters. In fact I think it got nerfed a bit, there used to be a damage range. 345 being the low end.
And it was mentioned that Replenishment lasts 15 seconds. It's more than likely locked at only ever affecting 10 people though, which jives perfectly with the "2 mana batteries per raid" that was mentioned.
Tooltips don't really have anything to do with reality, it might be just a rewording to say the 2 ticks also hit the initial target. We won't really know if anything has changed until someone in beta tests and reports back.
Originally Posted by Terp
I'm pretty sure that's just a change to sloppy wording in earlier versions where it wasn't clear whether the initial damage hit 3 times. It's always been that strong, specifically because it does have to be on par with BM hunters. In fact I think it got nerfed a bit, there used to be a damage range. 345 being the low end.
Yeah, but could someone actually confirm this? Cause i really dont know what to believe. If it does 3x big damage to the main target, and then 3x low damage to nearby mobs, then that is absolutely awesome, but i havent been able to find a clear answer
And it was mentioned that Replenishment lasts 15 seconds. It's more than likely locked at only ever affecting 10 people though, which jives perfectly with the "2 mana batteries per raid" that was mentioned.
That seems quite well - Blizzard mentioned that it would most often go for people with lowest mana, but could we hope that it will always include us?
Right, so it's misdirection except better in every conceivable way.
I honestly don't think it'll go live in it's condition, what did they say the cd was? 30 seconds? with a a 6 second duration? No way. That screams placeholder values to me. a 15% dmg buff 20% of the time would just be flat out stupid.
Originally Posted by Relwin
If you need a shot macro to hold your hand then you are probably on the wrong forums.
In its current form its much more powerful than MD for helping tank threat. That being said, Hunter's MD will still help enormously for pulling groups of trash/bosses.
Like was previously mentioned, this ability does indeed seem to have placeholder values. I'd expect a 2-3min CD in its final form personally.
In its current form its much more powerful than MD for helping tank threat. That being said, Hunter's MD will still help enormously for pulling groups of trash/bosses.
Like was previously mentioned, this ability does indeed seem to have placeholder values. I'd expect a 2-3min CD in its final form personally.
Technically, the most powerful use of Tricks of the Trade might be to cast it on a hunter for the increased DPS, who can then feign. If warlocks are threat-capped, then casting it on the tank will indeed be best.
If I can rant for a moment, why are BM hunters getting all of the survival tools? 10% increased healing received and 10% damage reduction with AoMonkey on. Combine that with deterrence trainable and survival instincts moved earlier in the SV tree, and Survival is all of a sudden not the survival tree. With the change to EW (probably for the best in the long run, but I don't like it), I feel like the flavor of SV is all but extinguished, and I'm not excited for wotlk at all.
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.
I feel like the flavor of SV is all but extinguished
You mean the flavor where you self-sacrifice your dps and become an EW bot for the good of your team? Old and tired, I'd say.
I think of the massive changes to the talent trees as being Blizzard's attempt to make the game new to us so we won't be bored with more of the same. I'm looking forward to how this all works out, and am looking forward to blowing things up with explosive shot. A real AOE at last for hunters.