Since patch 2.4, hunters have been having some problems. Aside from the outrage over the fact that our traps are now announced, we seem to be having issues with mana.
On the forums, hunters are not seeing much love from the non-hunter crowd, but I suppose that is to be expected. It is important to note however, that our mana efficiency is an intended attribute of our class. We are useful, not solely, but arguably primarily, because we can provide sustainable, long-term DPS. No, we don't crit like mages. In a boss fight though, we can keep going after mages short out.
Why are hunters all of a sudden having issues with mana? There are a few theories floating around, but we have yet to be graced with a blue response. Take the jump to learn more about why this might be happening.
For those of you who do not frequent the forums, you might not know that since patch 2.4, there has been a Tauren outcry.
It seems that cows everywhere are logging in to find that their weapons are roughly 50% smaller than they were previously. Should you take your weapon out to get a better look at it, you'll get to watch it grow back to pre-patch size.
Unfortunately, this is not a bug. Hortus has confirmed that it was an intentional change because certain weapons would clip the ground while sheathed.
While the Tauren have been getting some support on the forums, some players seem unsure of why this is such a big issue. Let's take a deeper look into why players are upset, including the fact that cows will seemingly be the brunt of even more jokes. Not innocent jokes either; not like "steak! It's what's for dinner!"
When information began to trickle down about patch 2.4, hunters, like most classes, were groaning. Which nerf bat would we be hit with next? Fortunately, it seems that we have slipped under the radar. For now. Maybe Aspect of the Beast finally did us some good.
Let's break down the changes and see how this is going to be affecting us. With no major patches between now and Wrath, we might be living with these changes for awhile.
Bug fixes:
Equipping a thrown weapon while in the middle of an Auto-Shot will no longer cause animation issues. Since no one likes animation issues, I'm filing this under "win." Not that I've ever tried to equip a thrown weapon while already shooting, mind you.
Casting Flare while in any way not visible, will no longer cause your flare to be invisible to other players. To me, this sounds fair. Also, I want to be invisible. Rogues can, so why not hunters? Right? No?
Hunter's Mark: Hunters with Improved Hunter's Mark will now properly overwrite Hunter's Mark cast by Hunters without the talent. This used to be, but then was not. Now, it will be again. While it might rub your ego the wrong way always reading the message "a more powerful spell is already active," it is better for overall DPS this way.
The stamina tooltip for hunter pets will now display the proper health increase. Personally, I find that most of my tooltips on most of my characters do not reflect the changes made by my talent points. At least one more will appear correctly, and I will try not to be sad about the others.
Hunters will no longer spin around if they cast Aimed Shot or Steady Shot while facing away from their target. So this was a nice little bug we had for awhile, but let's face it; it wasn't fair. It also doesn't help the "huntard" image any when hunters are caught whining that now, we will have to learn to actually face our targets; and that's just too hard. What does this mean you ask? Do note that these are our two channeled shots, and as such, if another player sees us channeling, they need only run around us far enough to interrupt the channel. Prior to 2.4, we would have spun with the runner.
Many thanks to Smokecom for sending us a link to a post made by Tigerclaw. In response to a patch 2.4 release date thread, he tells us (post copied in totality):
"It's not today. Cancel patch alert!"
Well, there you have it. No patch 2.4 today. This of course means that all of you who voted March 18th in the guess the patch 2.4 release date contest are not going to win, I'm sorry to say. But it also means that my guess of March 25th is starting to look pretty good.
So we are left with at least one more week of running to Mount Hyjal, and one more week of 30 yard cyclone. Maintenance should be ending in about one and a half hours from now. Enjoy!
If I only have time to do one daily quest, I do the one for the battlegrounds.If I only have time to do two daily quests, I do the battleground quest, Escape from Skettis, and Fires of Skettis.Yes, that's three quests, but the Skettis quests have been a source of quick and easy cash.I really consider them to be two steps to the same quest.Blizzard seems to be trying to make those quests less appealing in patch 2.4.
First they tell us that the Monstrous Kaliri that hinder us while doing our daily bombing quest, Fires over Skettis, have grown smarter.For now, the trick to getting away from those blasted birds is to fly straight up in the air until you're out of range.Apparently the next generation of Kaliri have gotten wise to that trick and have adapted to three dimensional combat.
Between Arenas, V'Ming spends his time as a lock laughing ominously in AV, tanking Olm with his own minions and pondering troll fashion from Zul'Aman. He's recently started to plumb the depths of SSC with his 0/21/40 build and bragging about 8k shadow bolts.
This progressive patch is a roller coaster ride; is Blizzard toying with our emotions? I can imagine the folks at Irvine playing WoW as a grand social experiment: "Let's put in this class-changing nerf and see how they respond, muahahahaha!" The Warlock community certainly responded, and the mood is somewhat settled, now that the Life Tap change has been rolled back and Kalgan has confirmed that "No other Warlock nerfs are planned for 2.4."
I do not see this as a "victory" for warlocks, as the change was uncalled for to start off with. A PvP-driven change to a class-defining mechanic that affects PvE more than PvP simply defies logic - although some insisted that it was a storm in a teacup. Without arguing (again) how BIG this Life Tap change was really going to be, this episode brought one aspect of the WoW community into clear relief for me.
We are very passionate about the classes we play, and react strongly to all changes - good AND bad. While many non-warlock players saw the implications of the Life Tap change, others simply gloated and cheered that their most hated PvP opponents were nerfed. Understandably, players engage in different aspects of the game, and even PvE players have varying degrees of experience playing with warlocks. However, there's been a plethora of rational discussion, from warlocks and non-warlocks alike, on why the LT nerf was uncalled for. There shouldn't really any grounds for hating (the class, hopefully not the players) out of sheer ignorance.
So why does the class trigger such a negative emotional response with some players?
In the interests of full coverage, we'll mention this one, but don't keep your hopes up: the latest build on the PTR has reverted the Nature's Swiftness and Elemental Mastery sharing a cooldown change, so Elemental Shamans will once again be able to crank out an instant Chain Lightning or Lightning Bolt crit. Unfortunately, they shouldn't count on it, as lots of changes have gone back and forth on the PTR. It could be that the next time the PTR comes up with a new patch, this change will be right back in.
But it does serve as a reminder that no matter how bad some PTR nerfs may seem, nothing is finalized until it hits the live realms. The Test Realm is for testing, so we shouldn't be surprised when Blizzard does exactly that with it.
Between Arenas, V'Ming spends his time as a lock laughing ominously in AV, tanking Olm with his own minions and pondering troll fashion from Zul'Aman. He's recently started to plumb the depths of SSC with his 0/21/40 build and bragging about 8k shadow bolts.
This has been a sad week for warlocks, ironic given that I was just celebrating the summoning changes two weeks ago. Life Tap - a class-defining spell for locks - has been overhauled on the PTR to return 15% mana for 15% health a few days ago. The Warlock community was incredulous at first - "No way, this will be rolled back like the drain mana change" - that quickly turned to dismay when Eyonix clarified how Improved Life Tap will work with respect to this change.
You wouldn't think something as prosaic as the water that restores our precious blue bars would be undergoing a controversy, but that has certainly happened during the time patch 2.4 has been on the PTR. A change was made such that if you sat down to drink, and drank for less than five seconds, you would receive a reduced benefit -- i.e., less mana. The assumption was that this nerf was made to combat people regenning mana too fast in the Arenas, which led to objections to the change being applied to PvE situations as well.
European US CM Bornakk replied that in most cases we'd be drinking more than five seconds in PvE situations, and players responded with many counterexamples (chain pulls, etc.). Bornakk replied to that saying basically that he still thought it wouldn't be hard to drink long enough to avoid the change's effects, and that the change was meant to effect "more than just Arenas" anyway. Well, it looks like they've changed their mind: Kalgan himself just announced that the water nerf will now only affect Arenas. PvE casters rejoice!
Yeah yeah, the full patch notes are a good read, but why read those when we can pull the good stuff out? Here's what we thought was big in patch 2.4:
Sunwell is inc! Also, the island where the Shattered Sun Offensive is fighting is called the Isle of Quel'Danas.
There's a Keeper of Time to take players in Shattrath to the Caverns of Time
Spell haste changes are in, as well as item casting changes (items that cast spells will do so at player's level now), and more intellect will now regenerate more mana per Spirit
Find Treasure doesn't deactivate on death anymore, but there's nothing about Find Herbs, Find Minerals, or any of the other tracking spells
Fear Ward usable in Shadowform (meh, say shadow priests)
A whole host of spells that weren't penalized at lower ranks are now penalized
Earth Shield nerfed-- mana cost lowered and charges dropped from 10 to 6, and Shamans get a default UI totem timer
Ritual of Summoning can bring players into instances now
Warrior Endless Rage is fixed, and now you can't change into a stance that you're currently in
Honor instantly calculated, since there are no diminishing returns
Warmasters and marshals in AV now share each other's health, and Horde starting point has been moved south
WSG changes: when both flags are held for 10 mins, flag carriers take more damage, increases over time. Also, flag carriers can be tracked after holding flag for 45 seconds.
Enchanting: Void Crystal to Large Prismatic, and Defense +15 to chest
Rocket Boots nerf is in there-- players carrying flag in WSG will drop it when boots are activated
25man bosses drop more cash and an extra set token
No attunments for Hyjal and Black Temple any more (players who've completed Attunement will get "Hand of Ad'al" title)
Vashj and Kael can be fought without finishing all other bosses in the instance
Undead and Mechanical can bleed, elementals not always immune to poison and disease effects (though nature-based elementals will be immune to nature poisons and effects)
Level 70 superior quality PvP items from rep vendors
Weightstones and sharpening stones now work while shapeshifted
Lots of UI changes, including new options screen
Whew! Even as a summary, that's a lot of notes. Players aren't exactly excited about the patch on the forums, but odds are there's something pretty big that affects you in there.
Did you grab your Clockwork Robot Bot from under the tree this Winter's Veil? I did, and I was thrilled to find that the little wind-up robot is more or less what we asked for a while back-- when two of these guys are summoned next to each other, they'll battle it out. Now, they only have a few HP, so really, just one hit from one usually takes the other out.
Unless you can buff them, that is. A few people found that you could cast Power Word: Shield and Power Word: Fortitude on the bots when they first came out, which meant that you could give them more health and make them invincible for a few seconds. Unfortunately, Max Bliss found out that's not the case any more-- Blizzard has performed a clockwork nerf, and the bots are now unbuffable. Lame.
Sure it may be imbalanced that some people can buff their bots and make them live longer, but this is hardly an instance of life or death. Let the bots be buffed, Blizzard!
Between Arenas, V'Ming spends his time as a lock laughing ominously in AV, tanking Olm with his own minions and pondering troll fashion from Zul'Aman.
What? It's the new year already? Obviously so ... judging by the sheer barrage of weight-loss ads on TV. They make reaching for my next fistful of buttered popcorn a journey in guilt, even though I'm considered somewhat undernourished in my household.
Here we are in the first week of 2008 - an opportune time to look back on the past year, when memories of being fear-dotted to death are still vivid. If warlocks owned 2006 since skillcoil, then 2007 was the year that warlocks became just so OP with every nerf.
From my understanding, tree druids are currently able to maintain a high level of healing per second through careful upkeep of Lifebloom on their targets. This is due to the fact that a druid can pop all his trinkets to maximize his +healing and then cast the spell. As long as he keeps refreshing the HoT before it "blooms", it will maintain that maximized level of +healing, thus making for a very efficient and powerful spell. As I understand the new patch notes, this will no longer be possible since the incoming Lifeblooms will overwrite the +healing value of the previous ones. I don't play a tree druid, but I'm sure some of my guild mates will be ranting over this in tonight's raid.
There is a new uproar on the forums, this time from Hunters -- petitions, titles in all caps, threads being moderated, etc. What are they all upset about? It seems an important item was left off of the Patch 2.3 notes:
Fixed a bug in which Hunters were able to disengage from combat using Feign Death during boss encounters.
Nethaera explains that this should only affect Hunters during boss fights and not when fighting trash mobs.
The Hunters are upset because they were not just using Feign Death to drop aggro during boss fights, they were also restoring mana by drinking.
It has been suggested that this was actually nerfed because not only could you drink during a boss fight, you could also change gear. Nethaera agrees that this functionality was not intended, but still maintains this is a bug fix and not a nerf.
Pretty incredible. Xetrov on Farstriders took a few friends (and a pretty good Pally tank-- never thought I'd say those words) into Black Morass, and trashed all the trash. At once. With AoE. Good lord, look at all those numbers. He says he cracked 20,000 DPS, which is pretty jaw dropping.
And this is also a really good example of how Blizzard has more or less crushed AoE when you're taking on more than ten mobs-- Xetrov has almost 800 spell damage, and yet his crits are hitting at around 150-200, because with so many targets, his spell damage is pretty much negated. He's still pulling down tons of DPS (and when are you really taking on more than 10 mobs, except in wacky situations like this?). But showing numbers like 150 and 160 coming off of a Mage with 800 spell damage show pretty clearly how weak AoE can get with this many targets.