Originally Posted by Asaki
I really wonder how the new trap launcher ability (or talent?) will work. If you read the description closely, it says:
This could mean you need to activate trap launcher first, and when you use a trap, it would launch the trap to the boss. Now this would actually be something nice, but only if you don't get double global cooldown on using the 2 abilities.
|
Even if it does use 2 global cooldowns, because explosive shot will be refreshing the immolation trap after it is launched, these 2 global cooldowns should only be necessary at the beginning of the battle and not a repetitive part of your rotation. This would be like placing Hunter's Mark on the target.
Immolation Trap
Immolation Trap - Spell - World of Warcraft (15 second duration)
Explosive Shot
Explosive Shot - Spell - World of Warcraft (6 second cooldown)
Glyph:
[Glyph of Immolation Trap] (9 second duration)
Unglyphed, even if it misses once, you will have at least one more attempt to refresh it before it goes down. Glyphed, you'll need to be hitcapped. From all appearances, this seems like a self-sustaining trap once launched. This is certainly a buff.
One of the more interesting changes is trap mastery becoming more accessible. This also means that on top of the glyphed immolation trap dmg of 50% per tick, you get another 30% multiplier from trap mastery, which should now be mandatory. Note that the calculator at mmo-champion is not showing the explosive shot refresh properly on Trap mastery and the Trap Launch talent is nowhere that I can see.
Here is the talent build I am looking at currently for the listed changes:
(5/15/51 Aimed shot filler):
http://talent.mmo-champion.com/?hunt...0&version=9614
I'm getting different numbers than Neruse.
Explosive Shot ([RAP * 0.16 + 428]-[RAP * 0.16 + 516]) - 6 second cooldown
Serpent Sting ([RAP * 0.1 + 1885]) - must be reapplied every 15 seconds
Aimed Shot (Ranged Dmg + 405) - 10 second cooldown
Immolation Trap ([RAP * 0.1 + 1885 dmg over 15 seconds)
From a rough sketch of a 30s rotation, it would appear that you get the following:
Edit (bad math on Immolation with glyph. Not sure why I put 1.5 instead of 2)
1 Black Arrow (RAP * .1 + 2765)
5 Explosives (assume [RAP * 0.16 + 472] * 3)
4 Aimed Shots (Ranged Dmg + 405)
2 Serpent Sting durations ([RAP * 0.1 + 1885])
8 Steady shots (RAP * 0.1 + 252)
2 Immolation Trap durations (RAP * 0.1 + 1885 dmg) * 2 (Glyph) * 1.3 (Trap Mastery) * 1.06 (TnT) * 1.03 (Black Arrow - I halved the coefficient to note it only extends over half the 30s duration)
Immol: 2 * (7000 * .1 + 1885) * 2 * 1.3 * 1.06 * 1.03 = 2585 * 5.67736 = 14675.9756 / 30s = 489.20 dps
I was unsure if this was correct, seeing as how the glyph shortens the duration. This should results in 2585 / 5 = 517 tick base (once every 3s) for a total of 10 ticks in that duration.
517 * 2 (Glyph) * 1.3 (Trap Mastery) * 1.06 (TnT) * 1.03 (Black Arrow) = 1467.59756 every 3s * 10 = 14675.9756 = 489.20 dps, so I'm pretty sure the above calculation is correct.
It would appear that immolation will perfectly replace serpent sting for LnL procs with a gain of ~300 dps off the top and a better synergy with our 51 point tree defining ability. The coefficient of black arrow against noxious stings should be equivalent, even though the 1.06 coefficient is misleading compared to the 1.03 coefficient of noxious with full uptime.
The question that has been posed here is whether or not it is worth keeping serpent sting up vs including 2 more steady shots.
2 Steady over 30s: (7000 * .1 + 252) * 2 = 1904 / 30 = 63.466 dps
Serpent Sting over 30s: (7000 * .1 + 1885) * 2 = 5170 / 30 = 172.33 dps
dps loss = 172.33 - 63.466 = 108.864 dps
The dps loss from not using serpents would actually be slightly larger because the glyph would no longer be meaningful
2 Steady over 30s: (7000 * .1 + 252) * 10 * .1 = 952 / 30 = 31.73 dps
total dps loss from replacing serpent with steady = 108.864 + 31.73 = 140.594 dps
Even assuming 100% crit of steady with 2x dps would only yield 126.93 dps, and you'd still have the lost potential of the glyph.
I'm pretty sure the rotation should remain similar to what you have been doing with Black Arrow inserted every 30s and the addition of a trap launch with immolation after you Hunter's Mark.
As for dps gained from black arrow over what is currently in the rotation:
Black Arrow over 30s: (7000 * .1 + 2765) * 1.06 (sniper) = 3672.9 / 30 = 122.43 dps.
For those of us who were having no mana problems in 25 mans, we seem to be gaining over 400 dps with these changes from my rough numbers.
Edit: Redid the math for Immolation with glyph. 1.5 -> 2 coefficient with glyph. Immo appears to be 489 dps without CoE (which I've never had in raids) vs the 172.33 dps from serpent sting for LnL previously.