There are several WWS logs currently being posted from PTR runs. Kaylina of Virtual Progression seems to be hanging with similar geared people pretty well with a 53/18 build.
25 man OS run (not looking particularly good, but the fight isn't inherently hunter friendly if we're on add duty) Wow Web Stats
25 man Naxx (On Patchwerk, hunter is 2nd. Pet is cat and doesn't seem to have benefitted from windfury totem but still has 2k dps.) WWS Loading...
More interesting notes from the Naxx parse. Volley is still powerful (even with the 30% nerf - Kaylina is leading on trash dmg with mostly a volley backbone and also a healthy dose of explosive trap):
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Again, not my numbers. I don't have the hard drive space right now to install the PTR. However, I will note that blues are actively replying back on the PTR forums concerning the following issues. These may not be fixed during this patch, but if you'd like to track blue posts that are not locked, I've provided the links:
Does anyone have any numbers yet on Explosive Shot's new scaling?
When I looked yesterday, Explosive Shot & Arcane were still behaving as they do on Live. Given PTR is down now, hopefully that means there'll be a patch today with the new ES & AS.
It can't crit, which sucks - but it does benefit from the +13% spell damage and +spell power raid buffs.
The dot portion of rake also gets +30% from mangle/trauma. The +spell power reception may turn out to be pretty nice though. Do you have a coefficient for spirit strike?
Guild member is reporting that Marked for Death now no longer breaks Steady Shot glyph. Havent tested it for myself yet but I've seen a couple other posts about it as well.
Have there been any other people to test and confirm this change. It is not called out in the current patch notes. But if it is indeed fixed MM hunter will have a little good news to offset the SS nerf.
I had another question. I saw on the 3.0.8 patch notes posted on the EU forum that Arcane is getting its mana cost reset to match SS mana cost. I did not see the same note on the US version of the patch notes. Has anyone noticed a mana cost change for Arcane Shot on PTR.
Even with all the changes I am having trouble foreseeing Arcane as a part of my shot rotation. Too many bosses and some trash are immune to it and it doesn't provide a real benefit when immunity is not an issue.
Scorpid Poison is now using the same spell AP ratio that others are using (~4.28%) rather than the 5% we modelled previously (the spreadsheet uses 5%). I think that is what they meant in the patch notes about making it the same as other abilities.
So it looks like Rake and Scorpid Poison come out of this pretty well intact.
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?
Scorpid Poison is now using the same spell AP ratio that others are using (~4.28%) rather than the 5% we modelled previously (the spreadsheet uses 5%). I think that is what they meant in the patch notes about making it the same as other abilities.
So it looks like Rake and Scorpid Poison come out of this pretty well intact.
Heh... Makes you wonder.
Why does Blizzard take babysteps with the most blatant wrong part of our DPS, but nerf parts that are perhaps less overpowered? Makes no sense.
Hunter (Skills List / Talent + Glyph Calc.)
Beast Mastery
* Master's Call now remove all root and movement impairing effects from itself and its target, and causes your pet and its target to be immune to all such effects for 4 sec. (Old - Didn't affect pet)
Marksmanship
* Arcane Shot mana cost has been reduced from 7% of base mana to 5% of base mana for higher ranks. From 10% of base mana to 7% of base mana for lower ranks.
Survival
* Explosive Shot have been greatly increased but the ability doesn't deal AE damage anymore. (Rank 4: You fire an explosive charge into the enemy target, dealing [ 18% of RAP + 476 ] Fire damage. The charge will blast the target every second for an additional 2 sec.)
Pet
* Spore Cloud (Rank 6) range has been increased from 5 yards to 6 yards.
* Explosive Shot have been greatly increased but the ability doesn't deal AE damage anymore. (Rank 4: You fire an explosive charge into the enemy target, dealing [ 18% of RAP + 476 ] Fire damage. The charge will blast the target every second for an additional 2 sec.)
18% as in 18% per Tick? That´d be a huge buff bringing it almost back to original beta strength again. With a shot with 54% AP scaling I wonder if/when survival will even surpass the other specs. Survival certainly looks like the best scaling tree this way.
FaceShooter - a hunter shot recommendation AddOn
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18% as in 18% per Tick? That´d be a huge buff bringing it almost back to original beta strength again. With a shot with 54% AP scaling I wonder if/when survival will even surpass the other specs. Survival certainly looks like the best scaling tree this way.
Yeah per tick, I was doing over 6k average on ES in a mix of 10/25 man gear totally unbuffed (on heroic dummy on PTR).
Using the current spreadsheet (v80) Explosive Shot contributes around 1k dps in full raid buffs. So the buff will increase survival dps by around 1k, which will probably make survival the highest hunter dps spec despite the steady nerf.
Has anyone got around to testing if the 8% hit cap change has been reverted to 9%? Installing PTR tomorrow but would rather not waste time if someone else has already confirmed it...
* Master's Call now remove all root and movement impairing effects from itself and its target, and causes your pet and its target to be immune to all such effects for 4 sec. (Old - Didn't affect pet)
The wording here seems to also suggest that it indeed removes the effects, instead of just attempting. Very nice change if that is how it really is.
What the wording 'suggests' is exactly what it says, your pet now also frees itself from snares and roots, which should mean that unless the effect is immune to dispells master's call should work all the time. Previously if your pet was rooted away from you nothing would happen since the spell requires melee range.
While I'd love to get back the burst we had on the PTR pre 3.0 I wouldn't be surprised to see this coefficient nerfed down a few % at least. 54% every 6 seconds seems a little over the top, especially down the road with improved gear.
Then again, blizzard doesn't really seem to be concerning itself with the negative effects of lowering scaling for bm/marks hunters will have in ulduar+ so why should they worry about SV benefiting?
Well I've had my pet stand right next to me and nothing happens as Master's Call only attempts to remove the snare and root effects. Its really frustrating when it fails when you really need it. I just got into PTR myself and the tooltip there says:
"Your pet attempts to remove all root and movement impairing effects from itself and its target, and causes your pet and its target to be immune to all such effects for 4sec."
So its still just an attempt, from that earlier text it wasn't clear if that was removed or not.
The new ES is going to more than double the damage. Here's some rough numbers to go over (average damage over time, assumes 35% crit rate base). But even at a moderate AP of 4000, it's going to increase the DPS from SV alone by 620. And that's not taking into account any additional scaling factors.
I need to calculate to see if it's worth just dumping 3 straight ES on an L&L proc instead of weaving in a steady or arcane. At 7/9ths of the total damage, it may still be higher than ES/Arcane/ES. I think you may want to get your ES cooldown to refresh as soon as possible.
If ES was doing 20-25% of your overall DPS before, it will now do about 40%. Yikes.
Wow, that's a pretty sick AP scaling for Survival. What's that, double the current value?
I wonder how that will impact PvP... They nerfed it for that very reason. It would be horrible to see it get a nukenerf again. Personally I think that Explosive Shot could use a buff, but that shouldn't be the focus of buffing Survival. By buffing only ES Survival is a oneshot wonder. More than ever does the trapdancing appear to be the way forward, and is that something we would like? It honestly sounds clunky and annoying to play like that as bosses are all different and have different hitboxes.
Right now the tree is nothing more than a race to Explosive Shot, and haven't they said that they didn't want the 51-pointers to be the be all end all of talents? Survival as a tree is still problematic because of weak talents and the expenditure on talents that quite simly isn't worth much like Survivalist (unlink it and HvW).
Trapdancing will be more effective than ever, as it increased the damage you did to a target from ES.
However, Sniper Training needs to be looked at. A 6% increase in ES damage for a shot that will do 40% of your overall DPS... for a 3 point talent it will increase your overall DPS by about 1.2% per point. Dang...Sniper Training just got good!
Well, Sniper Training was never really bad in that it buffs Steady Shot too, and gives a nice crit on Kill Shot. Problem has always been the range. There are so many fights where we can't stand at that range, and there is of course the issue with raidbuffs in the form of auras of various kinds (totems, auras, 30 yard proceffects). In a standup theoretical way Sniper Training is a very powerful talent, and it has to be with that kind of restriction.
Well, I just hopped on the PTR to test out explosive shot, and holy crap its a monster again. I'm gonna try and get some parses for you guys with different specs to give everyone a look at what the spec can do. If anyone has any suggestions on what specs I should try and what glyphs if they're available let me know. I'm currently geared gemmed and glyphed for BM but even with that, explosive shot looks outrageous again.
Not entirely sure if 1 point on gfft will be enough for scorpid, even with survival specs crit rates. I assume scorpid will still be the best pet after the patch as they simply can't seem to realise how ridiculously it scales.
Glyph of steady shot, AotH and serpent sting would be my choices. Not sure if HM glyph is worth investing in with the ES scaling changes and I'm not that good with raw numbers so I'll leave that to someone else. :>
So, with lock and load being such a big part of survival dps, it seems just strange to have us running in on the bosses and disengage out like that. I think this is a huge reason I would have liked to see an immolation trap shot so you could just fire it in on the boss instead of the trap dancing.
Also, is this also going to do the same thing that happened with the double BW? Think about this in a pvp/arena setting as a rotation, explosive shot->aimed shot->put trap down->explosive shot->explosive shot->readiness->explosive shot->aimed shot->put trap down->explosive shot->explosive shot. I am just worried that this will get kicked in the shorts quick.
Note: Yeh, I know you can't have readiness with explosive trap, been a long week.