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Old 12/10/08, 10:50 AM   #136
Borutitan
Glass Joe
 
Night Elf Hunter
 
Nordrassil (EU)
Originally Posted by Tornn View Post
A few things:

1) Blizzard also stated they're going to buff BM hunter pets by guaranteeing a 10% damage boost from exotic pets. If you couple this with the nerfs they've given, as far as I can tell, you still net a solid benefit and the nerf is not nearly as harsh.
.

well the exotic pets werent the top dps pets as of today so the 10% promised to them will still bring the pet dps down overall with the changes being implemented

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Old 12/10/08, 10:53 AM   #137
Faerdael
Piston Honda
 
Faerdael's Avatar
 
Night Elf Hunter
 
Gilneas
Originally Posted by Eej View Post
No, this is what is actually making me excited about these changes. Being able to use abilities other than Steady Shot for DPS might actually justify the usage of the word "rotation" when it comes to Hunter skill usage in PvE.

The changes are a good step towards relegating Steady Shot back to its spot of "Well, all my damaging instants are on cooldown so I will use this as filler dps" versus its current spot of "How many steady shots can I possibly fit in between Chimaera/Serpent Sting?" The Kill Shot cooldown change is definitely a move in the same direction.
Yes, I tend to feel the same way about Steady now. Having one spammable cast that is your best dps and most mana efficient doesn't seem like it would be logcal. This does however, have a significant impact on Viper time. Not only will using these instants result in more time in Viper, but when you actually are in Viper, and using primarily a steady heavy rotation to recoup mana as quick as possible, the result will be an even greater damage penalty, since you will be using a sub-optimal rotation in addition to the damage penalty. Just something to think about.

Mattaos, I believe the [Glyph of Arcane Shot] would be in-line with what you are saying.

Also, it may actually be Survival that suffers the most from the steady shot nerf, which someone made a little spreadsheet assesment of a couple pages back. Reason being is that survival is the "stat stacker" spec with more AP and crit than the other 2, so the scaling really hurts there. Also the spec has fewer other shot options than MM (since Explosive shares CD with Arcane, while MM has Chimera) and doesn't get a pet doing a significant portion of their overall damage like BM, all of which means Steady becomes a greater % of survival DPS than the other specs have to rely on.

Last edited by Faerdael : 12/10/08 at 11:05 AM.

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Old 12/10/08, 10:58 AM   #138
Pheroz
Piston Honda
 
Troll Mage
 
Malfurion
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Old 12/10/08, 11:02 AM   #139
Gaj
Von Kaiser
 
Night Elf Hunter
 
Whisperwind
Originally Posted by Eej View Post
No, this is what is actually making me excited about these changes. Being able to use abilities other than Steady Shot for DPS might actually justify the usage of the word "rotation" when it comes to Hunter skill usage in PvE.

The changes are a good step towards relegating Steady Shot back to its spot of "Well, all my damaging instants are on cooldown so I will use this as filler dps" versus its current spot of "How many steady shots can I possibly fit in between Chimaera/Serpent Sting?" The Kill Shot cooldown change is definitely a move in the same direction.
That's an interesting way of looking at it and helps take some of the sting out of the ss nerf. Although we've been using a rotation since the early days of MC. (who can forget timing that Aimed Shot?)

I'm also wondering if nerfing pet white damage would accomplish the same result of toning down BM without hurting MM/Surv.

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Old 12/10/08, 11:17 AM   #140
bomzix
Von Kaiser
 
Orc Hunter
 
Grim Batol (EU)
Designers choose the way the game is played. When I got to lv 62(?) I learned Steady Shot rank 1, tried it out and had to choose if I wanted to play this new class or if I droped it. I kept the hunter despite losing most of my skills to SS... This was/is bad design in my opinion, making glyphs for the already spammed skills is lazy design as well.

More to the point:

- BM hunters will do less DPS but they keep their unique raid-buff, so I don't think their spots are in danger.
- MM Hunters bring the same as Blood-DK and Enh Shaman and lose some DPS.
- SV hunters bring the replenish effect and even less DPS ( or so it's perceived )

in conclusion, besides possible changes in DPS the hunter status is the same? BM - > MM -- > SV

Personally I'm going to take advantage of a buff dry spell in my guild to try ut SV and MM, so if you guys have new specs and ideas I encourage you to post them at their threads because I'll be reading up on accomplished CS/ES hunters.

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Old 12/10/08, 11:43 AM   #141
CrowneVict
Banned
 
Kaubel's Mom
Blood Elf Death Knight
 
No WoW Account
Here's my take on it. Bliz wants to nerf pets and avoid massive QQ... So, the best way to do that is to tell Hunters they're going to nerf a whole lot of stuff to bait their QQ trap. Then, they'll retract all of the nerfs that they never were planning to implement in the first place. Next thing you know, the Hunter community will be thanking them for not gutting the class, instead of being upset about the pet nerf.

Tell someone their computer is going to take 2 hours to fix, and they'll get upset if it takes 2.5. Tell them it's going to take 5 hours in the first place, and they'll thank you for getting it done in 1/2 the time. Customer Service Strats 101.

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Old 12/10/08, 12:09 PM   #142
Lord BEEF
Soda Popinski
 
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Tauren Druid
 
Mal'Ganis
They definitely want you to use something other than spam steady. New GC post

Another reason we like the Steady Shot change is it puts more emphasis on the instant and other hunter shots. Steady is a good bread and butter ability but it's not much more interesting than auto shot. We'd like to see Aimed Shot, Multi Shot, Arcane Shot and other abilities be what the player focuses on. When you get such a big chunk of damage from auto + steady, it makes those other attacks feel puny and the fact you have to use them feel annoying.

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Old 12/10/08, 12:20 PM   #143
MetallicaRulez0
Piston Honda
 
Night Elf Hunter
 
Stormrage
That seems to imply that we're using Steady because it's better DPS. The biggest reason Arcane and Multi really aren't useful is the prohibitive mana cost. I don't know about you guys, but my Multi hits slightly harder than Steady even now.

I have to say I didn't really understand these nerfs at all until I respecced 50/21 for last night's Naxx clear. I was up near 5k DPS on all of the sit and shoot boss fights, up from 4k or so with my heavy BM build previously. I think just nerfing Cats/Scorpids and unlinking BW from Readiness would go a long, long way towards making us more balanced.

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Old 12/10/08, 12:36 PM   #144
Gaj
Von Kaiser
 
Night Elf Hunter
 
Whisperwind
Originally Posted by Lord BEEF View Post
They definitely want you to use something other than spam steady. New GC post
I was about to quote that. Looks like Eej was right. Using more instants is not a bad thing, especially if upcoming fights rely on movement as much as we saw later in TBC. It would also help PvP, but instants need a bit more help above the reduction of the Kill Shot CD.

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Old 12/10/08, 1:01 PM   #145
Ketari
Piston Honda
 
Blood Elf Priest
 
Alonsus (EU)
Originally Posted by Gaj View Post
I was about to quote that. Looks like Eej was right. Using more instants is not a bad thing, especially if upcoming fights rely on movement as much as we saw later in TBC. It would also help PvP, but instants need a bit more help above the reduction of the Kill Shot CD.
Well yes, but to restate the current issue, quite simply it's not worth using most of those shots.

Arcane shot is mana-inefficient, and is often resisted by boss-level mobs.
Multi-shot is mana-inefficient, and while it has a deacent damage/mana ratio while hitting multiple mobs it can also break CC.
Aimed shot is mana-inefficient, and requires serious talent boosting to make it worthwhile - MM can do this, BM can't.


Essentially, I think that if this nerf to steady goes through, then the other shots need boosting. Note I'm far from adverse from having it happen this way: I've mentioned that I don't like the current model of steady spam in any case.

So...

Conservative model:

*Drop 1% base mana cost off arcane/multi/aimed.
*Arcane shot cannot be resisted (note that this also helps in pvp)
*Multi-shot gains "smart targeting" (its secondary shots won't hit CC'ed targets)
*Aimed and Explosive shots get 10-15% more damage

Radical model:

*All Hunter shots are instant
*Haste affects Hunter's GCD. Potentially at half-rate compared to casters for balance reasons.
*"Focused fire" buff. For each *cast* shot the Hunter fires without moving he gets a 2% damage bonus, to 10%.
*Steady shot costs 3% base mana, but adds only 5% AP and no amo/weapon damage
*Arcane shot drops 1% base mana cost, scales with 20%AP and cannot be resisted. A talent deep in the BM tree adds 5/10% damage.
*Multi-shot drops 1% base mana cost, "smart targeting" (its secondary shots won't hit CC'ed targets), scaling improved slightly
*Aimed shot drops 1% base mana cost, 20% more damage, scaling improved slightly
*Explosive Shot damage increased 20%
*New shot: Slicing arrow. 15s cooldown, (potentially shared with kill shot), causes a 15s bleed effect. A talent deep in the SV tree adds a physical vulnrability (1/2% extra damage for 1/2 talent points) to all damage caused to targets affected by slicing arrow.
*Viper gets a small (1%?) boost to mana return from shot damage, encouraging a normal shot rotation through viper rather than steady spam

Last edited by Ketari : 12/10/08 at 1:27 PM.

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Old 12/10/08, 1:13 PM   #146
Cobrakai
Von Kaiser
 
Tauren Hunter
 
Burning Legion
I understand the desire to see hunters use all of their abilities, but until Bliz addresses our mana pool in a more direct way, I would not be looking forward between having to choose between underpowered shots and an empty mana bar.

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Old 12/10/08, 1:21 PM   #147
 Varance
No love for BM?
 
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Troll Hunter
 
Cho'gall
Originally Posted by Gaj View Post
I was about to quote that. Looks like Eej was right. Using more instants is not a bad thing, especially if upcoming fights rely on movement as much as we saw later in TBC. It would also help PvP, but instants need a bit more help above the reduction of the Kill Shot CD.
Arcane Shot and Explosive Shot only scale with AP and become underpowered as you upgrade to better ranged weapons and ammo. Multi-shot and Aimed Shot only scale off of ranged weapon/ammo (and by proxy, only 7% of RAP) and become underpowered at higher levels of RAP associated with conditions under full raid buffs. All they need to do to fix the issue is to 1) allow Multi and Aimed to scale better than they currently do with AP and 2) allow Arcane and Explosive to scale with (unmodified) ranged weapon damage and/or ammo.

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Old 12/10/08, 1:30 PM   #148
KraxisSingular
Banned
 
Blood Elf Hunter
 
Runetotem (EU)
Originally Posted by Tornn View Post
A few things:

1) Blizzard also stated they're going to buff BM hunter pets by guaranteeing a 10% damage boost from exotic pets. If you couple this with the nerfs they've given, as far as I can tell, you still net a solid benefit and the nerf is not nearly as harsh.
Would people please stop using this? The change has already been made and it was even said to be only the specials... The pet's specials, and they got and it changed ntohing since Devilsaurs weren't buffed. This matter is out of the world. Stop talking about it, it is done!

I perfectly understand that Blizzard wants us to use other shots. But it is funny GC mentiones Multishot when they have said they never liked the fact it was being used for single target DPS. That's why the cost went up, and Aimed went down. Multi is too expensive in mana, and Aimed is not far off. Arcane is pretty expensive, even with the glyph (5.6%), and the fact remains that Arcane was buffed back then to dispel because it was weak. That was removed and nothing put in to replace that. That means the shot is still pretty weak. Also, the Steady Glyph is pretty much the only really good glyph we have. We don't have any of those spiffy glyphs Druids or Mages have. We have Steady... And now that is weakened. Bad design to buff something they only want us to use as a filler. Even worse to make the glyphs for the other shots worse. I mean yeah 20% less mana on a shot I use every 6-10 second (Aimed and Arcane), that's nice, but aren't glyphs supposed to buff our main source of damage somehow? It smells of two design teams.

Instead of making Steady that bad, then making Arcane scale a lot better would make it interesting. In the same move lower the non-scaling damage of Steady Shot. That should lower Hunter DPS in initial raiding, as well as making Arcane look even more interesting.

Even with the proposed changes it doesn't look like Arcane is worth it. Mana for BM (which glyph should be reaplces for the Arcane?), Mana and loss of Imp Steady procs for MM (won't mention Surv for obvious reasons). Those are heavy losses for using it. I can't see how Arcane Shot is viable in anything but short fights where we will have the mana for it.

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Old 12/10/08, 1:40 PM   #149
Zwaineroth
Von Kaiser
 
Orc Hunter
 
Maelstrom
It seems to me that something like 53/18/0 might work out well with these changes for BM, along with the Arcane Shot glyph.

The rotation would be Kill > Arcane > Aimed > Multi > Steady while keeping Serpent Sting up and using cooldowns, perhaps dropping Multi as its mana cost/damage may not be worth it.

Mana issues would be addressed, in part, by Cobra Strikes and Longevity; right now, on a fight like Patchwerk, I burn down to about 3k left of my 12k raid buffed mana bar by the end of the fight just on the basis of having JoW, BoW, mana spring, and Replenishment, so perhaps Longevity would allow us to maintain Arcane/Aimed in our rotations. I agree, in any case, that mana costs and scaling need to be tweaked with this in mind.

One thing to note, however, is that the design isn't, and shouldn't be, that we are balanced around never being in Viper; our DPS should be balanced around assuming some use of Viper, perhaps one full OOM-to-full Viper period per boss fight. Otherwise, for example, we will avoid things like the 4-piece T7 set bonus (e.g., I have been gearing to only use the two piece and completely avoid 4 piece). More use of Viper would also make Haste and Int more valuable stats for BM, which has been discussed previously.

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Old 12/10/08, 1:51 PM   #150
KraxisSingular
Banned
 
Blood Elf Hunter
 
Runetotem (EU)
Originally Posted by Zwaineroth View Post
It seems to me that something like 53/18/0 might work out well with these changes for BM, along with the Arcane Shot glyph.

The rotation would be Kill > Arcane > Aimed > Multi > Steady while keeping Serpent Sting up and using cooldowns, perhaps dropping Multi as its mana cost/damage may not be worth it.

Mana issues would be addressed, in part, by Cobra Strikes and Longevity; right now, on a fight like Patchwerk, I burn down to about 3k left of my 12k raid buffed mana bar by the end of the fight just on the basis of having JoW, BoW, mana spring, and Replenishment, so perhaps Longevity would allow us to maintain Arcane/Aimed in our rotations. I agree, in any case, that mana costs and scaling need to be tweaked with this in mind.

One thing to note, however, is that the design isn't, and shouldn't be, that we are balanced around never being in Viper; our DPS should be balanced around assuming some use of Viper, perhaps one full OOM-to-full Viper period per boss fight. Otherwise, for example, we will avoid things like the 4-piece T7 set bonus (e.g., I have been gearing to only use the two piece and completely avoid 4 piece). More use of Viper would also make Haste and Int more valuable stats for BM, which has been discussed previously.
Aimed and Multi share CD.
I would drop the Aimed point and put it in Cobra Strikes since Aimed can't proc it, but Arcane can. You have some mana and you get procs as well. Seems like a win/win scenario. Besides even with the nerf Steady scales better than Aimed (10% vs 7%).

Patchwerk is a decidedly short fight. If we are to use Viper on him, then I wouldn't like to think of the longer non talking phase bosses. Fights where you are engaged continually. A fight like Grob would be like that if you aren't in a guild coming from Sunwell... So the one Viper per fight obviously can't apply to Patch.

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