Showing posts with label speculation. Show all posts
Showing posts with label speculation. Show all posts

Monday, October 12, 2009

The BM buff and Tier 10

Now that I'm done with my four-part guide, I was sort of panicking trying to think of something to write. Then I realized that there were a few super-obvious things to prattle about, like the new raid tier's set bonuses for hunters and the semi-recent buff to BM.
I'm slightly ambivalent about the change to the Beast Mastery tree. I know from reading over blue posts - especially GC's posts in the DPS forum - that they've been struggling with how to buff BM damage for a while now. Most suggestions revolved around some sort of signature shot for the BM tree to fire, but it seemed like the dev team didn't really like that idea for a number of reasons. What they eventually went with was a change to The Beast Within. In case you're unfamiliar with the old TBW, they reduced the length of the ability's effect and added a passive 10% damage increase.
There's an extent to which I like this change. I'm certainly glad that BM got a damage boost, the tree needed it. The BM raiding population was minuscule compared to either the Marks or SV raiding populations. I think this change will certainly go a decent ways towards repairing that imbalance. From all reports, it doesn't eliminate the damage gap, but it does reduce it, to the point where a raid leader isn't doing her raid a disservice by bringing a BM hunter. Ferocious Inspiration isn't really ever going to replace Sanctified Retribution (for the same reason that TSA is preferable to the DK or Enhancement Shaman versions: auras have 100% uptime), but for a 10-person raiding guild especially, having that be an option is a real bonus.
The thing that I don't like as much is that, while I can certainly understand why they chose that implementation, it's kind of boring. It gives the tree a needed buff in damage while at the same time giving an answer to the complaints about BM being an "I win" button in PvP, and in that respect it's an elegant fix. It doesn't actually change play style at all, though. I guess it just feels tacked-on, in the same way that the 5% from Improved Tracking does. On the other hand, I guess that's one of the game-wide complaints that they plan on addressing in Cataclysm. Pretty much all the specs of all trees of all classes in the game have a few super-boring but required talents that just add a flat percent to damage, healing, or mitigation. Doing away with those sorts of talents is definitely one of the things that I'm really looking forward to in the next expansion, even though I never thought there would really be another expansion after Wrath.
Before Cataclysm happens, though, we're going to have to clear Icecrown Citadel. And, thank god, the hunter Tier 10 set bonuses are a great recovery from the embarrassment of T9's bonuses. T10, if you haven't seen yet, is boasting these pretty lines of text:
  • 2 Pieces: Your Auto Shots have a 5% chance to cause you and your pet to deal 15% additional damage for until cancelled.
  • 4 Pieces: When your Viper Sting, Serpent Sting, and Wyvern Sting abilities deal damage, you have a 5% chance to gain 20% attack power for 10 seconds.
First, let's all take a few seconds to bask in these bonuses. Let their clear, golden light wash over us and through us. Let us revel in their unequivocal awesomeness, frolic in their originality, and be refreshed by the sparkling brightness of their numbers. Ahhh! Delightful.
Good stuff, huh? Since the Burning Crusade, hunter tier armor set bonuses have had a proclivity towards being boring and borderline useless. For tiers 7, 8, and 9, the 4-piece bonus provided no meaningful boost to damage. Harsh proc chances and standard internal cooldowns made the underwhelming 600 AP proc of 8 and 9 a sadly rare occurrence (and 9 put the proc on the pet, a step down from T8's bonus), while the aspect of the viper-only haste of T7 is better left forgotten. For the first time in this entire expansion, then, we've got a really outstanding 4-piece bonus. A raid-buffed hunter in 245 gear has somewhere North of 5000 AP right now, and 20% of that is 1000 AP. It's a truism of WoW that the best buffs are the buffs that scale with your gear, and this bonus does that.
You might expect the two-piece bonus to be crap to "pay" for the debt incurred by that fantastic 4-piece bonus, but there too, T10 shines. Auto Shot is a far more reliable proc trigger than steady shot, especially for Survival hunters who fire so few steadies, and 15% additional pet damage is crazy. I mean, in T8 gear my wolf - and wolves are used for Furious Howl rather than their own damage, which is worse than cats or raptors - is good for about a thousand DPS. That makes the T10 bonus worth 150 DPS in out of date gear. Scaled up to the item level 260-something gear that's going to drop in Icecrown, we're looking at 225-275 DPS from that bonus. Just nuts.
Its appearance leaves me a little cold at first glance, but I'll reserve judgement. I found the early screenshots of T9 disappointing as well, but in-game it doesn't look bad. Neither of them look as good as T6 or T8 in my opinion, but that's alright. I like the glowing purple highlights on the bottom version of the skin and I think I see hints of a sinister black smoke, which is neat. I certainly won't be enabling the hat, but T8 is the only hat I've ever enabled, so that's fine. All in all, Citadel is looking like an exciting place to be a hunter.
Next week I'll be talking some more about Marksmanship. Specifically I'll be looking at a better way to determine if you've reached the point where you should change your spec and playstyle to drop Arcane Shot and taking a second look at glyphs.

Saturday, August 22, 2009

Focus, please!

I promise I'll get around to posting about faction champions eventually, but the Blizzcon class panel yesterday had some pretty huge news for hunters. Copied and pasted straight from MMO-champion (with typos fixed):
  • Hunter's mana is GONE!!!
  • Hunters now use focus, no longer care about intellect or mana regen.
  • Focus regenerates contunously, Steady shot improves the rate of getting focus back.
  • Rogue energy comes back at a 10/sec rate, Hunter focus comes back at 6/sec (12/sec with steady shot)
  • A shot costs 30 to 60 focus.
  • Hunters will have fewer cooldowns on abilities
  • Ammos will become an item, not a consumable.
Just to be up-front about it, I think this is fantastic news. I dislike mana as a mechanic for pretty much every class out there. I played Warhammer online for a brief stint and spent my time there as a healer. Every class in the game uses action points instead of mana, and it's a way more enjoyable mechanic for pretty much everyone involved.
Consider how hunters raided in Burning Crusade, for example. To begin with, we wore a lot of rogue leather because it just had way more agility, crit, hit, and AP than most of the mail in the game. We used Elixirs of Major Agility and Elixirs of Major Mageblood for buffs and then chained Fel Mana Potions every cooldown. The amount of farming necessary was just awful, but more importantly, it just wasn't a fun mechanic. We aren't healers and can never make a choice between throughput and longevity - we just do as much damage as we can as fast as we can and hope that our consumables keep us out of aspect of the viper. That's it.
The problems have been reduced today, but on fights with a lot of target switching, or in a 10-man that's missing a ret paladin to judge wisdom, we're back in the same boat. Mana usage is never a choice or a strategy for us; the most we can do is viper sting someone other than the primary DPS target. So if there's no JoW on whatever it is we're hitting, and if the single mana pot per fight doesn't suffice to keep us going, then we're out of luck and have to cut our damage in half to regen some mana. There's no choice or skill involved, and that makes it a bad mechanic.
Accordingly, I'm thrilled with the focus announcement. It's looking the current plan is for steady shot to give you a focus-regeneration buff, something that's unique as far as I know. I think it will also open the doors for skilled hunters that can really track and plan their damaging ability priorities to outshine their compatriots.
Ammo becoming an item rather than a consumable is a satisfying change as well. I imagine they'll function something like totems or librams, and I also imagine that they'll be bringing back quiver graphics with this change. I liked rolling the quiver haste bonus into the class itself, but I didn't like losing how cool my troll huntress looked with her dual mojos on her hips, her striker in her hand, and her quiver across her back. And let's not kid ourselves: a lot of the appeal of playing an MMO is seeing your character's look change and evolve with the effort you put into her.
The new expansion is looking pretty good so far, and the notes for other classes and about some of the gamewide changes to mechanics are making me quite optimistic. It looks like they're doing the "complete overhaul" thing that people keep asking they do to individual classes, except for everything. This may finally be the last expansion for the game, but it's looking like a good one.

Friday, August 21, 2009

Cataclysm official

I was going to post about the Faction Champions encounter today - and I still may - but for the moment, the official site for Cataclysm, the next big WoW expansion came out. It includes a cinematic trailer that's worth waching, although the voiceover guy hammed it up a little bit too much for my tastes.
The new race/class grid is interesting. As predicted by MMO champ, the undead hunter looks like it's going to happen. Everyone has their favorite and their least favorite of the new combinations, and undead hunter is definitely my least favorite. Hunters are all about life, connection with their pets, and the dynamism and finesse needed to use ranged weapons. I think the undead make fantastic warriors, with their immunity to pain and the brute strength of the zombie. They make great priests, both in that they're connected to the religion of their previous life as well as having passed beyond that initial life into a second one. They're great for mages and warlocks, with their grim determination to accumulate power. Hunters? I just don't see it.
The boyfriend actually made a great point about a couple of the new race/class combos when they were first getting bandied about as rumors: if Tauren are getting paladins, how is it that the undead aren't? Squish a warrior and a priest together and what do you get? A paladin.
My favorite race in the game remains the trolls, however, and it looks like we're finally getting troll druids. I'm totally excited about this change, and it makes a lot of sense to me. Trolls have always been jungle and forest dwellers whose religious traditions have revolved around a variety of natural and animal spirits. Along with the announced streamlining for 0-60 leveling, I'll definitely be rolling a troll druidess. I'm not sure how serious I'll be about her, but it'll be neat to have the option to play with her.
The other stuff looks interesting one way or another. I look forward to heroic Shadowfang Keep, seeing the inside of Uldum, flying over the sundered Barrens, so on and so forth. The Worgen look neat and I'll probably roll one to play around with. Not sure what class it will be - I've never played a warrior (or any class capable of tanking), so that seems like a possibility.
All in all, I'm surprised it even exists. I was fairly convinced that Wrath would be the last of the WoW expansions, especially with the Blizzard next-gen MMO in the works. I guess I'm just glad I don't live in Azeroth, I think the apocalypse has been happening there for the last 30 or 40 years.