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09/09/08, 5:10 AM
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#2376
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Von Kaiser
Tauren Druid
Hellscream (EU)
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Originally Posted by Akston
DoTs aren't effected by haste. Spells are effected by haste and spell gcds are effected by haste. If ES is considered a spell, the only thing that would be effected is the gcd that the shot causes.
DoT scaling with haste, I.E. faster ticks/same damage over a shorter time based on haste, is one thing warlocks and spriests are pushing for and is one of the main factors that caused afflocks and spriests to fall so far behind in tbc.
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I truly suck. I was under the impression that dots was affected aswell, back from when channeled spells got changed to be affected. They are affected, right? Am i making a fool out of myself here? Should i stop talking?
Originally Posted by KraxisSingular
Nono, you aren't wrong. I meant to direct you towards the situation of BM being considerably worse off than the other two specs.
I guess Trev said it better than I could. Blizz hasn't said anything on the matter of FI. At best we can speculate at it's future role. Raidwide and it is good, since we can reasonably expect a quite fair range on it (something like 45 yards shuoldn't be unlikely), whereas Sanctified Retribution is limited to an aura in melee range.
If it doesn't change, then FI will take a nosedive.
The TSA glyph quite literally sets MM apart from the rest. You want a glyphed up MM Hunter in your raids. 12% AP should beat 3% damage in a lot of cases.
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Well, then on the other side, the 3% extra damage adds to casters aswell. Thats probably going to be the argument for BM hunters - even though all reports point to survival being dominant (until the inevitable nerf) we will see a *lot* of big red dinos, i think :P
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09/09/08, 5:13 AM
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#2377
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Von Kaiser
Tauren Druid
Hellscream (EU)
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Back to spec talk - sorry:
This topic was made on MMO-Champions hunter forum, asking what spec people would go for in WOTLK.
I made a simple reply, linking to this survival spec, to which one person replied:
Aym, to negelect Sniper Training Will Really Hurt your build..its free damage for standing where you normally do...think about it
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This was my response - the two quotes signifies the break between my first post at 05:36:42 PM and the second last night:

No, i dont think so.
First of all, i dont have the extra talent points. I could take it from Carefull Aim, but then id lose a scaling ability with int.
Second, it only affects some of my skills - steady shot and explosive shot. Its safe to assume that every survival hunter will use serpent sting to proc LaL, and from that i get +3% to *all* my damage, instead of +6% to steady and explosive.
Third, i dont know how fights are going to be in WOTLK, but there are quite a few fights in current WoW where you wont be able to stay at max range all the time. I suppose i could take it "for the fights where i can", but then id have to take points from something else, and thats just too hard to do. I could take some from Master Tactician, but that kinda defeats the purpose of a crit build. (long explanation of why MT rocks, and always has Tongue). In any case, i would rather go for "sure thing" talents than "If you can get far enough away".
Quickly thinking about current fights where Sniper Training wouldnt help:
Anything in Sunwell (perhaps except Kalecgos, Kil'Jaeden (havent tried that) and Brutallus if you're not a soaker.
Many of the fights in BT (Naj'Entus in most cases, Akama, Teron, Gurtogg, possibly Mother, possibly Council)
Hyjal and Tempest Keep seems rather safe
Many fights in SSC (Hydross, Lur- hm maybe, Leo, Morogrim, and Vashj whenever you are not DPSing her, for the most part)
Zul'Aman is so-so. Karazhan has Attumen, Maiden, probably Opera.
See, what im trying to do is consider when the talent would actually benefit me, and what value that has above other talents i could chose. Id be a fool if i thought i could stay at max range in every fight in WOTLK.
Going for the simple choice, i would take points from Carefull Aim and put them into Sniper Training. I have no idea how much int i will have at 80, but right now i have 250 unbuffed, which means 250 more AP for me. With hawk, i have, completely coincidental, 2500 AP, so right now if i had carefull aim, it would increase my AP by 10%. The number will be a bit different in WOTLK, since i will have more AP modifiers. If i had survivalist and HvsW right now, the AP bonus (after changing the benefit from Survivalist) would give me an 8% AP increase. Just an example.
So, if Carefull Aim is in question, im looking at a current 10% AP increase (more if i remove hawk, really) or a 6% damage increase on steady and explosive shot when i might be able to be far away from my target. Instead, 10% more AP helps my stings and auto shots aswell, and it even increases damage for my pet.
Fourth(ly?), we're running with raidwide buffs, and i might not want to stand too far away from other people. If the shaman is on the other side of the boss from where im standing, and im at max range, ill be royaly fucked, and miss out of that agility or WF totem.
This is just some of the thoughts ive made on it. I havent done the actual math, but i feel very confident with this.
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Oh silly me. Since nobody wrote here, i might aswell put my Carefyll Aim calculations into affect. Ofcourse, we are looking at current stats, and only the difference between 3 points in sniper training and 3 points in Carefull Aim.
Steady shot with 2500 AP, and assuming a "base damage" of 374 (from Bristleblitz Striker):
2500 * 0.2 + 150 + 374 = 1024 damage
+6% from Sniper training:
(2500 * 0.2 + 150 + 374) * 1.06 = 1085,44 damage
Additional AP from Carefull Aim:
(2500 + 250) * 0.2 + 150 + 374 = 1074 damage.
Woopdidoo. At level 70, we're talking 11 points of damage in difference. I wonder, actually, if base damage includes attack power, but lets assume it doesnt. This time i just took the highest "base damage" of my bow.
Lets say I took the lowest damage. That would put the numbers at:
(2500 * 0.2 + 150 + 201) * 1.06 = 902,06 damage
(2500 + 250) * 0.2 + 150 + 201 = 901 damage.
Leaving the damage difference on steady shot at 1,06 damage, or 2,4698 on a crit. The damage range, in any case, varies between 1,06 and 26,6552 damage. You'd still do more damage with sniper training IF you are more than 30 yards away.
Lets have some fun - we'll do it with explosive shot aswell - it will probably shot a bigger difference:
(2500 * 0.2 + 345) * 3 = 2535 damage (assuming minimum bonus damage)
Sniper training:
(2500 * 0.2 + 345) * 1,06 * 3 = 2687,1 damage
Carefull Aim:
(2500 + 250 * 0.2 + 345) * 3 = 2685
Nope, no signifigant difference. Ill do the math for you, but if you assume the highest bonus damage (415) the numbers will be 2909,7 and 2895, giving Sniper training a staggering lead of 14 damage (noncrit), and probably a little bit more from the dots aswell.
Now, thats all fine and dandy, but the extra damage from sniper training is completely removed if im 29 yards away from my target. With Carefull Aim, i can stand at 6 yards range and still do that amount of damage, AND it increases my auto shot and serpent sting damage aswell, not to mention that the extra attack power adds a bit to my pet aswell. Did i mention that Sniper Training is useless at close range?
Ofcourse, who knows if im right. Im doing these calculations based on level 70 gear. Maybe we have less int in WOTLK (as in, it scales worse) or maybe there is some other factor that plays in. But taking all this into account, the very meager damage difference, the distance needed, and the fact that Carefull Aim, as it is now, is probably a bigger increase to my damage than Sniper Training is, my own conclution is that Carefull Aim > Sniper Training.
Other talents to take:
GFTT? Nah, i like the added focus.
Rapid Killing? No way
TNT and LaL? Ahaha
HvsW? I can only take out two points in it, or my spec would be locked, and it still adds a very nice amount of AP aswell. Less than CA unbuffed, but with fortitude and kings it shouldn't be a problem at all
Expose weakness? Never, it wont be up 100% of the time with 3 talents, and it would be up less with two. Lots of discussions have been made on that topic.
Master Tactician? The talent is godlike, even if people dont realise it. I would drop from a 10% crit proc (which with the little buff is probably up a little more often, giving it a 5-6% flat crit increase) to a 4% increase (which probably, and i havent done the calculations on this) would be an effective 1-2% crit increase. The rest of my arguments on MT is up in the post above.
Noxious Stings? Nope, that gives me more damage, and ill use my sting anyways to proc LaL.
Hunting Party? Yes, perhaps. However:
According to Arcazua's chart, if we get enough crit, we can go down a few talents in hunting party and still have it up "most of the time".
Assuming 90% is a good statistical aim, if i get somewhere between 50-55% crit, i could free up three points in hunting party, still have it up often, and take sniper training. By then, we can talk about taking sniper training, but only as a DPS boost for the really high end hunter, cause i doub we will actually achieve this before T9+. Ofcourse, as crit goes up, one, and then two points in hunting party will be increased, but we're talking basic talent specs here, right?
Did i miss anything?
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Am i wrong in my assumptions?
Last edited by Aym : 09/09/08 at 10:24 AM.
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09/09/08, 5:44 AM
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#2378
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BEST. HUNTARD. EVER.
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Originally Posted by Aym
Am i wrong in my assumptions?
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Aside from the Rapid Killing adherence, I agree. Sniper Training is incredibly underwhelming right now.
As for RK, if you're going Survival, you're getting Readiness for Explosive Shot. Readiness is a 3 minute cooldown, and Rapid Fire is a 3 minute cooldown with RK. I doubt you'll be caring too much about the bonus damage modifier on RK, so you'd logically focus on it more for the cooldown reduction. That said, Readiness technically gives you a 3 minute cooldown RF anyway. So I'd argue that you don't even really need to take RK, and can instead put those points somewhere in Survival or Marks or something.
Am I completely off my rocker here?
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Why Hunters suffer...
How can you help?
I can shoot things and then make my pet move toward them.
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Benefactor's Bar learns you some goodness quicklike...
Originally Posted by Shaker
It's like Xi mad libs. Fill in with your latest opinion that nobody cares about!
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09/09/08, 5:49 AM
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#2379
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Von Kaiser
Night Elf Hunter
Norgannon
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Does anyone else feel MM needs a little pruning? I was playing with the latest talent calculator over at MMOChampion and I couldn't make a satisfactory build without dumping 53+ points into MM.
http://tinyurl.com/5ajr9r
I still have 4 points left over, but I don't see me putting them anywhere else but MM. Mind you, I had to ditch Aimed, Silencing, RR, and both Multi talents to get this far. I'd ditch scattershot too except for that pesky link to TSA.
*****
Second topic so I don't have to double post.
What's the deal with +hit to spells? I was reminded of this looking at a blue post about poisons being affected by +hit as it's the same for physical as it is for magical. If that's the case, why does Survival Tactics have an extra 4% from traps? I'm not sure what the hit cap for spells is at 80, but I'd think we'd have more than enough +hit for ourselves that our traps would be nigh unresistable even without ST.
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09/09/08, 5:58 AM
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#2380
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Von Kaiser
Human Priest
Drek'Thar (EU)
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Originally Posted by Tyranna
What's the deal with +hit to spells? I was reminded of this looking at a blue post about poisons being affected by +hit as it's the same for physical as it is for magical. If that's the case, why does Survival Tactics have an extra 4% from traps? I'm not sure what the hit cap for spells is at 80, but I'd think we'd have more than enough +hit for ourselves that our traps would be nigh unresistable even without ST.
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Unless cpecifically changed, Hit caps for +3 (mob) targets are
9% for specials and non Dual Wield melee white attaks
17% for spells
28% for Dual wield white attacks
There are rumors about a change for spell hit cap. As far as I know, it's only rumors.
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09/09/08, 6:23 AM
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#2381
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Soda Popinski
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Originally Posted by Belgaryan
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I believe the trap-arming thing is old news. I remember seeing it before. Don't remember the aspects part though. In either case however, they're not highlighted as "new" changes.
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affect –verb (used with object) 1. to act on; produce an effect or change in
effect –noun 1. something that is produced by an agency or cause; result; consequence
Know the difference.
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09/09/08, 6:30 AM
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#2382
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Von Kaiser
Tauren Druid
Hellscream (EU)
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Originally Posted by Gonkish
Aside from the Rapid Killing adherence, I agree. Sniper Training is incredibly underwhelming right now.
As for RK, if you're going Survival, you're getting Readiness for Explosive Shot. Readiness is a 3 minute cooldown, and Rapid Fire is a 3 minute cooldown with RK. I doubt you'll be caring too much about the bonus damage modifier on RK, so you'd logically focus on it more for the cooldown reduction. That said, Readiness technically gives you a 3 minute cooldown RF anyway. So I'd argue that you don't even really need to take RK, and can instead put those points somewhere in Survival or Marks or something.
Am I completely off my rocker here?
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Well, readiness might give you a rapid fire every three minutes - but with RK and readiness, you'll have 2x rapid fire each 3 minutes. I mean, what else are you going to use readiness for in PvE? (which is my focus, obviously)
Rapid fire then immediately readiness, pew pew for 14 seconds, then rapid fire again. I quite like that..
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09/09/08, 7:03 AM
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#2383
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Von Kaiser
Night Elf Hunter
Proudmoore
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Originally Posted by Aym
what else are you going to use readiness for in PvE?
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Misdirection on obnoxious pulls like Twins. 
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09/09/08, 7:19 AM
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#2384
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Piston Honda
Blood Elf Hunter
The Sha'tar (EU)
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Regarding haste, I saw an interesting quote from GC:
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But it actually does some wacky things to scaling when melee classes do a much larger proportion of yellow damage than white damage -- 40% white damage is about what we shoot for, though that isn't always realized.
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Now correct me if I'm wrong, but isn't far, far more than 40% of a (combat) rogue's damage from white damage? For hunters, everything we've seen so far point to having far less than 40% of our damage coming from auto, doesn't it?
I really wonder, if they want 40% of damage to be "white", why doesn't haste rating give significantly more per rating point than eg hit rating or crit rating? It just doesn't make any sense...
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09/09/08, 7:33 AM
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#2385
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Von Kaiser
Tauren Druid
Hellscream (EU)
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Originally Posted by Feanoro
Misdirection on obnoxious pulls like Twins. 
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True, but its not critical. You can do twins without two misdirections. My point was really that the majority of time someone uses readiness, its for rapid fire.
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09/09/08, 10:05 AM
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#2386
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Glass Joe
Dwarf Hunter
Gorgonnash (EU)
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Originally Posted by Aym
Back to spec talk - sorry:
This topic was made on MMO-Champions hunter forum, asking what spec people would go for in WOTLK.
I made a simple reply, linking to this survival spec,
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soo.. do you actually need Hunting party in wotlk raids? The replenish mana buff won't stack.. 10 raidmembers with the lowest mana will get it... you will have one ret pally and 1 (or 2?) shadows for ~20 mana using classes...
correct me if i'm wrong, but would be a spec like: http://talent.mmo-champion.com/?hunt...00000000000000 be that bad? 
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09/09/08, 10:22 AM
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#2387
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Von Kaiser
Tauren Druid
Hellscream (EU)
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Originally Posted by Byuu
soo.. do you actually need Hunting party in wotlk raids? The replenish mana buff won't stack.. 10 raidmembers with the lowest mana will get it... you will have one ret pally and 1 (or 2?) shadows for ~20 mana using classes...
correct me if i'm wrong, but would be a spec like: http://talent.mmo-champion.com/?hunt...00000000000000 be that bad? 
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Yes, i would. Theres no requirement to bring any, and a shadowpriest currently doesnt hold any benefit except that they can ress people. We can get stamina buff from a warlock or such.
If you have several mana batteries, you'll make sure that it never runs out, and always is refreshed. That is the raid utility you get in survival tree these days. Sniper training is very lackluster, as i argued in my long post above, and it hardly adds anything signifigant overall, compared to what you could bring to your raid with Hunting Party.
About your spec, why wouldnt you want rapid killing? 3 minute rapid fire CD, 3 minute readiness CD - see where this is going? You can either have 1 rapid fire each 3 minute, as you do now, or two rapid fire each 3 minute if you have rapid killing.
I will give you points for imp. stings - didnt think about that. However, my spec might instead look like this: http://talent.mmo-champion.com/?hunt...00000000000000 - until i have enough crit to move one point from hunting party over to stings, and then just forget all about GFTT.
But i really wouldnt want to be without hunting party, i think. Its great utility (heck, im even planning on running 10 mans)
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09/09/08, 1:53 PM
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#2388
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Von Kaiser
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Originally Posted by Aym
Well, readiness might give you a rapid fire every three minutes - but with RK and readiness, you'll have 2x rapid fire each 3 minutes. I mean, what else are you going to use readiness for in PvE? (which is my focus, obviously)
Rapid fire then immediately readiness, pew pew for 14 seconds, then rapid fire again. I quite like that..
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Obviously, a lot of this is going to depend on encounters in WotLK and how much focus regen pets really need. I could argue that 1/2 in Go for the Throat is all you need, and you could also dump the 2 in RK, thus still getting 3/3 Sniper Training. As underwhelming as Sniper Training may be right now (I think it could use a slight buff, nothing drastic...maybe a small crit bonus to Explosive/Steady, or a lowering of the required range to ~20 yards, who knows), if that 1 extra point in gftt is not needed, it frees up a bit of room.
I'm still not bought on Rapid Killing being that valuable. Two rapid fires every 3 minutes is very sexy sounding(and is certainly a lot nicer than 1 every 3 minutes...without RK, you're essentially wasting 2 minutes of Rapid Fire's cooldown), I admit, but how much of a DPS boost is that really going to be, considering it's essentially only affecting our white damage and not helping with steady shot at all?
Edit: I certainly wouldn't even argue about dropping anything else for Sniper Training, though. Careful Aim, Hunting Party, etc. are all much more valuable from a PvE standpoint (arguably even a PvP one.)
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09/09/08, 3:35 PM
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#2389
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Piston Honda
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Originally Posted by Gonkish
Aside from the Rapid Killing adherence, I agree. Sniper Training is incredibly underwhelming right now.
As for RK, if you're going Survival, you're getting Readiness for Explosive Shot. Readiness is a 3 minute cooldown, and Rapid Fire is a 3 minute cooldown with RK. I doubt you'll be caring too much about the bonus damage modifier on RK, so you'd logically focus on it more for the cooldown reduction. That said, Readiness technically gives you a 3 minute cooldown RF anyway. So I'd argue that you don't even really need to take RK, and can instead put those points somewhere in Survival or Marks or something.
Am I completely off my rocker here?
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You're not completely off your rocker there. The big choice is really going to come down to who else you have in your raid. Right now, my guild raids with a Ret Pally and two Shadow Priests. If that carries over to WotLK, I'm not going to really need to spec for Hunting Party as the overlap is largely redundant. In that case, even having a few points in Hunting Party is a waste so you're better off putting them somewhere else (depending on the encounters, you could go with Sniper Training or Survival Tactics - God knows I've died enough or had to slow my DPS due to FD resists). As a Survival Hunter and the way that they've designed the higher portion of the tree (something that I'm still not happy with but that is a different topic for a different day), you're going to have to use Serpent Sting. So if that is the case, why would you not put 3 easy points in Improved Stings to increase your DPS? And, while we have Readiness every 3 minutes, meaning that we have Rapid Fire every three minutes, wouldn't it be more beneficial to your DPS and your raid's DPS to have an additional 12s of haste? It won't boost your yellow damage any but it will impact your white damage. With the lack of clipping, now, that is a pretty hefty increase in damage.
Again, it is really a choice based on what you want to bring to the table and how your raid is grouping. Furthermore, a lot of it will depend on how your gear looks at lvl 80. Are we going to be at vanilla T2 with a 28-30% crit or TBC in T6.5 of 40% crit base? Are there going to be fights where we're constantly getting interrupted and will the new code for handling interrupts affect us as well? So much is unknown that it is all conjecture. But we've got to work on the best knowledge that we can. I would figure that the following would be optimized with what we know right now:
Talent Calculator - World of Warcraft (points in SV tactics can be moved, obviously).
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09/09/08, 3:53 PM
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#2390
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Glass Joe
Night Elf Hunter
Khaz Modan
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Originally Posted by Tyranna
Does anyone else feel MM needs a little pruning? I was playing with the latest talent calculator over at MMOChampion and I couldn't make a satisfactory build without dumping 53+ points into MM.
http://tinyurl.com/5ajr9r
I still have 4 points left over, but I don't see me putting them anywhere else but MM. Mind you, I had to ditch Aimed, Silencing, RR, and both Multi talents to get this far. I'd ditch scattershot too except for that pesky link to TSA.
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Tyranna, I think all the trees need a little “pruning,” but in your build I think you could omit some of your current choices.
For instance, piercing shots is underwhelming right now. It only works on Steady and Aimed, and 6% really isn’t that much:
5000 armor = 32.14% DR (Level 70 values)
Knock off 6% of that which is 300 armor and you get 4700 = 30.8% DR
So if your Steady Shot does 1000 damage before DR, without piercing shots it does 678.6 damage, with piercing shots it does 692.0 damage, which is an increase of 1.97% damage. Increasing just Steady Shot by ~2% for three talent points is a pretty bad return. This number increases to 3.01% against a target with 10k armor, which is still bad. It should be closer to 3% armor penetration or more per point and work on all attacks, at least then it would be 2.98% increase against 5k armor, 4.58% against 10k.
Improved Steady also doesn’t do it for me. Chimera will probably be doing around 20% of a Hunter’s ranged damage, so even if you had it proc for every Chimera Shot it would only be a 3% increase to your ranged damage. Granted that isn’t including the mana savings. For three points that deep in the tree, I expect a little more.
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09/09/08, 4:24 PM
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#2391
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Von Kaiser
Night Elf Hunter
Norgannon
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Improved Steady also doesn’t do it for me. Chimera will probably be doing around 20% of a Hunter’s ranged damage, so even if you had it proc for every Chimera Shot it would only be a 3% increase to your ranged damage. Granted that isn’t including the mana savings. For three points that deep in the tree, I expect a little more.
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Well, I was thinking more of the mana conservation than the actual damage increase. RR is pretty underwhelming in it's current state and Efficiency isn't enough by itself so I figured I'd tack on ISS as on average, it'd be every other chimera at -40% mana. Which is decent considering Chimera is 16% base mana. Also, by your figures, 3% damage increase for 3 points is around where the devs want it to be IIRC so 3% damage + mana conservation makes it a decent talent.
As far as Piercing Shot goes, yeah. according to your numbers, it's a pretty lackluster return, but I was under the impression that the more arp you stacked, the better it got. So Piercing Shot would be better if you take into account arp from your gear?
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09/09/08, 4:26 PM
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#2392
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Piston Honda
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Remember though, you're looking at talents on a stand alone basis and in a vacuum. If you take Piercing Shots 3/3 and try to analyze it, it is going to come off extremely undervalued. But look at the fact that in full SWP gear (mail or leather), you're sitting at about -1100 armor at minimum. Given that current bosses range between 6500 and 7200 armor, give or take, Piercing Shots stacks extremely well. Let's assume your target has 9000 armor at lvl 80 and your gear gives you -1500 armor. With Piercing Shots, you've dropped that down to 8490 armor. Adding in your gear, you're not hitting a target with 7000 armor. Put Sunder Armor 5/5 on top of that and you're now attacking a target with 5500 armor. That is a drop in armor of 40% without factoring in Curse of Recklessness or special pet abilities.
The point isn't for it to be a massive DPS upgrade on its own. Rather, it is intended to increase damage slightly while further enhancing damage in conjunction with other abilities.
You have to realize that the Marskman tree has quite a few DPS boosting talents, from the start. That entire tree, with the exception of Scatter Shot, is 100% damage boosting talents or talents designed to increase the duration in which you can DPS (Efficiency, Rapid Recuperation, etc). In contrast, the Rogue Subtelty tree is built around survivability and damage mitigation. So while Serrated Blades and Piercing Shots does the same thing, the increase in damage gained by each talent is different because of the rest of the talents in that tree.
I will agree, though, that adding in Auto Shot would have been nice. But hey, better to have some rather than none, right?
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09/09/08, 5:21 PM
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#2393
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Glass Joe
Night Elf Hunter
Khaz Modan
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Originally Posted by Bovii
Remember though, you're looking at talents on a stand alone basis and in a vacuum.
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Hmm, I hadn’t thought of the stacking implications, but it actually doesn’t make much difference.
If a mob had 10000 armor, and by whatever means you somehow managed to drop it all the way down to only 600 armor left (6% of total armor, 5.38% DR) and then that last 600 was taken off by Piercing Shots, Piercing Shots only increased your Steady Shot damage by 5.68%. Even if Steady does 50% of our damage, that’s less than 1% per point return. Against Mobs with 7200 armor, reduced to 432, then reduced to 0 thanks to Piercing Shots would only be a 4.09% increase to Steady Shot.
Those numbers are unrealistic. More common would be if a Mob had 7200 armor, and you reduced it by 4100 thanks to gear and sunder, piercing shots only increases your Steady Shot damage by 3.27%.
So in a sense you are right, it doesn’t suck as much as I thought, but does still suck. More importantly, is this how % armor reductions work? I would be interested to know whether the reduction is based on the total armor of the mob before debuffs, or whether it would be 6% off of whatever’s left after sunder.
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09/09/08, 5:22 PM
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#2394
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Glass Joe
Orc Warrior
The Sha'tar (EU)
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Am I right in thinking that Survival is currently looking like the best tree for DPS in Wrath? I've been trying to digest as much of this thread as possible and I'd appreciate someone confirming this for me. I'm in a 10-man guild, so kicking out the most damage I can is my main priority. If it looks like something other than BM is going to be best for that role, I'm going to need to get over not having a new exotic pet.
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09/09/08, 5:53 PM
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#2395
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Piston Honda
Blood Elf Paladin
Icecrown
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Originally Posted by bigjonno
Am I right in thinking that Survival is currently looking like the best tree for DPS in Wrath? I've been trying to digest as much of this thread as possible and I'd appreciate someone confirming this for me. I'm in a 10-man guild, so kicking out the most damage I can is my main priority. If it looks like something other than BM is going to be best for that role, I'm going to need to get over not having a new exotic pet.
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Eh, I'd hold off worrying about it until more testing after release. Remember at BC release, page after page of theorycraft said nothing had changed and MM was still the raid DPS spec. I remember getting into massive arguments about it, where I was mocked for specing BM. Even at BC release, BM was the higher DPS spec if you could keep your pet alive (a big "if" back then before 2.1), but it wasn't until 2.1 that anyone really admitted it. Nothing changed except the ease of keeping your pet alive, but suddenly people were looking at the real numbers instead of what they had wanted to be true. Before 2.1, people said that "even if you kept your pet alive, there's no way BM would be competitive with MM," had numbers they thought backed it up, and proclaimed that Hunters sucked in raids.
After 2.1, everyone changed their tune, I guess because it was becoming like the elephant in the room. I'm not saying things are going to go the same way this time around; after all, there was definitely a change in the high-DPS spec from 1.x to 2.x. MM gave way to BM. It is certainly possible that I am being guilty of the exact same thing I am complaining about, and that BM will have to give way to Survival. But I'd say any point in beta is too early to conclude one way or the other.
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09/09/08, 6:53 PM
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#2396
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Great Tiger
Night Elf Hunter
Azjol-Nerub (EU)
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We can only make conjecture at this point, mostly because we don't have enough information yet.
- Abilities are bugged or work in strange ways (opposite to tooltips)
- Armor values are largely unknown so far
- They'll probably revise mana regeneration again
- Explosive Shot and Chimera Shot have been changing over the patches
Judging purely by the intent of the trees though, we can come to some conclusions:
a) BM is going to be dependant on the pet more than ever and, most of all, low armour bosses. Lacking a 51-pt talent finisher shot like the other 2 trees, the spec is purely dependant on pet dps. Only low enough armour bosses can help the pet scale far enough beyond MM/SV pets to make up the hunter's personal DPS gap.
On the other hand, BM is going to be very very mana efficient, with very few shots (probably just Serpent Sting and Steady Shot) to use. With the talents and buffs it'll be hard to run out of mana. It'll be TBC Steady-spam all over though.
b) MM is dependant on one ability. Chimera Shot. It'll probably make or break the spec. The synergy with Serpent sting for extra damage and mana-efficiency, the talents in the tree that boost both abilities enormously and high AP help push it forward as probably the highest DPS spec.
On the other side, the spec has TSA, which has gone from a puny ability to a cd-less, 100% uptime, long-range 12% (with Glyph) AP boost. It beats enhancement shamans and DKs easily. Plus Chimera Shot has (probably) decent application in Gimmick fights (the scorpid sting effect) a the cost of personal DPS
Biggest drawback is the complete lack of decent mana regeneration talents. Without a shadow priest or retribution paladin or a SV hunter giving the spec refreshment constantly, it's nigh impossible to keep up any DPS
c) SV is the most evenly paced spec, in my opinion. Good talents, good abilities, good mana regeneration. Explosive Shot. Despite spending (probably) even more mana than MM, you know at least you'll have Refreshment most of the time (since you supply it yourself). Plus, most of your damage ignores armour already.
From the constant tweaking on the spreadsheet, the trees have been growing closer to each other DPS-wise though. Much depends on the final armour levels of the mobs. I had taken a random figure of 12k armour but it doesn't have any basis in testing, since there has been NO testing of that so far as I know.
The lower final figure of boss armour, the closer BM spec will be to MM and SV.
Maybe we will finally have the choice of 3 competitive specs?
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09/09/08, 8:47 PM
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#2397
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Piston Honda
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Raid Buffs
So where are we with regards to raid buffs affecting hunters?
We know Rampage now affects ranged crit and had its range extended to 45yards so it's now hunter friendly.
What about AP % modifiers, Abomination's Might and Unleashed Rage ? AB looks like it increases ranged AP (and the WotLK DPS spreadsheet assumes it), but it only has a 20yard range. Unleashed Rage looks like its only melee AP and it too is only 20yards.
And Battle Shout? Seems to be in the same boat as UR; only melee AP and 20 yards.
Is this correct? If so, can someone bring this up again on the beta boards to get the range of AB/UR/BS extended to at least 45yards and UR/BS to effect range AP?
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Originally Posted by Skillstep
Why is it that other classes feel whole and simple and fluid yet hunter feels like directing a symphony as a paraplegic midget with tourettes?
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09/09/08, 9:22 PM
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#2398
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Von Kaiser
Night Elf Hunter
Norgannon
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Also, it's been stated a few times already by the devs that they haven't done a numbers tuning pass for any of the classes or specs yet. That's part of the reason for the recent massive nerf to DK damage. Right now, they're working on the mechanics of new components rather than the numbers they produce. Basically, all or most of the current values for damage are placeholders.
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09/09/08, 10:03 PM
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#2399
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Soda Popinski
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Originally Posted by Tyranna
Also, it's been stated a few times already by the devs that they haven't done a numbers tuning pass for any of the classes or specs yet. That's part of the reason for the recent massive nerf to DK damage. Right now, they're working on the mechanics of new components rather than the numbers they produce. Basically, all or most of the current values for damage are placeholders.
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I remember something similar being said about pet specials as well, that all the damage values were placeholders and would change (and some/most of the abilities would scale with AP). If that happens, it could be a big boost to BM damage (and a decent boost to all other specs).
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affect –verb (used with object) 1. to act on; produce an effect or change in
effect –noun 1. something that is produced by an agency or cause; result; consequence
Know the difference.
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09/09/08, 10:40 PM
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#2400
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Don Flamenco
Troll Death Knight
Mal'Ganis
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