Monday, October 13, 2008

We won, we won, then we shot that BB gun!

Ripper has a mage talent post up, with his usual introspection, thoughtfulness, and complete lack of poetic sense.

(How can a fire mage NOT take world in flames! Cmon, even if it did nothing, the name alone...)

I think 61 frost. I like arcane, but until I can get mage armor that makes a mage all but immune to locks (at level 71 it reduces magic effect duration by 50%...) Ima stayin frost and gankin warriors... especially with shattered barrier, which gives a free frost nova when yuir shield breaks. Both fire and frost look to make aoe grinding ecstasy again!

Hunters... BRK hassa nice brief on the talent trees up on wowinsider. My only issues... he really needed a short bit on the massive change to kill command, and what this means in the greater scheme of things. Blizz is tryin ferra synergy with kill command and certain hunter talents.

Kill Command
3% of base mana45 yd range
Instant cast1 min cooldown
Give the command to kill, increasing your pet's damage done from special attacks by 60%. Each special attack done by the pet reduces the damage bonus by 20%.

K... its no longer a free damn attack. This is bad fer the steady shot spammin macro thingy. However, special attacks, such as bite, claw, monstrous bite, or the gorilla thunder stomp, all become that much moar evil. 1 min cooldown. Ouch. If yuir not bm, you will NEVER use this. If you are, read on...

Focused FireRank 2
All damage caused by you is increased by 2% while your pet is active and the critical strike chance of your pet's special abilities is increased by 20% while Kill Command is active.

K.. pet does 60% moar damage. Pet gets 20% moar crit.

Cobra StrikesRank 3
You have a 60% chance when you critically hit with Arcane Shot, Steady Shot or Kill Shot to cause your pet's next 2 special attacks to critically hit.

Hmm... see, this just doesnt work too well with that 1 min cooldown. If it was less, maybe. However, if ya lookin fer burst damage, get the devilsaur to stack 3 of these...

Monstrous BiteRank 6
25 FocusMelee Range
Instant10 sec cooldown
Your devilsaur ferociously bites the enemy, causing 91 to 123 damage, and boosts its own damage by 3% for 12 seconds. This effect stacks 3 times.

Then get cobra strikes to proc, hit bestial wrath, kill command, and watch sparky go to town.

But, thats a ton of effort for a coupla quick crits. So, overall, the combo looks like failz. At least til that damn cooldown is removed. So, a thing to keep an eye on.

Which is why ima goin survival. First.. one of the most changed talents in the game is this one...

Master MarksmanRank 5
Increases your critical strike chance by 5%, and reduces the Mana cost of your Steady Shot by 25%.

It went from a flat +10% to rap to a thing of the gods. A shame its in the MM tree and I'll never see it.

But ima gonna have something in MM... a 18MM/43Surv build to start. I was playin with the numbers... Careful Aim and Hunter vs Wild will both raise my rap by about 250. Lightning Reflexes will give another 80 rap, and 2% of crit. So... about 2k rap, and 40% crit. Master Tactician should proc often enough for another 10%. No Escape and Survival Instincts give another 10% in the right situation. Thats 60%. Did I mention Lock and Load for two free arcane shots at a 60% crit onna frost trapped toon? What about one point in Expose Weakness to boost my RAP by about 150 when I start the crit pain train? Or Improved Arcane Shot for +15% damage?

Just remember a coupla points in Improved Stings to boost that already uber buffed Wyvern Sting damage. (only 1k damage at 70, but 2500 damage at 80!)

Screw that, I need a few moar of these... !!!!!. AND MAYBE CAPS. Remember, Lock and Load will proc offa serpent sting.

So yeah, survival. Gonna have to train uppa Hyena. And maybe finda mage with Torment the Weak to pair with.

So.. on to shammiedom. Enhance fer fun, and itsa fairly straitforward. Some notes on changes. Enhance Shammies can now crit spells. And hate strength and want agility. (And int!)

But probably the biggest thing for shammies is the general utility of the first three tiers of enhance.

First tier...

Ancestral KnowledgeRank 5
Increases your intellect by 10%.

Used to just be +5% mana. Now it boosts spell crit and AP (if ya got the talent later). 5 points well spent.


Improved ShieldsRank 3
Increases the damage done by your Lightning Shield orbs by 15%, increases the amount of mana gained from your Water Shield orbs by 15% and increases the amount of healing done by your Earth Shield orbs by 15%.

This really... looks nice. The lightning shield talentsmakes it a lot more useful for purposes of enhance dps. Any boost to ES healing issa must ferra resto build. And Elemental can make a lotta use outta this.

Also in this tier... Imp ghost wolf. And yeah, I know its silly, but its still uberfun fer all build...

Third tier...

Elemental WeaponsRank 3
Increases the damage caused by your Windfury Weapon effect by 40% increases the spell damage on your Flametongue Weapon by 30% and increases the bonus healing on your Earthliving Weapon by 30%.

30% moar spell power. At level 80, thats 62 or so, not too shabby. (Remember, wrath of air totem is GONE!) The windfury bonus is pure gold, dps wise. And earthliving.. thats just a free damn heal. Nuttin wrong with that.

And the piece de resistance!

Shamanistic Focus
Reduces the mana cost of your Shock spells by 45%.

Um... another subtle change that completely changes the talent.
It USED to be, a 60% reduction in the cost of yuir next shock after a melee crit. No more... so... elemental shammies speccing this far into enhance can really do worse than to take this. Resto shammies as well... no more downgrading frost or earth shocks fer control at no mana cost. Ifn yuir gonna pvp build, yuil be at least 11 in enhance by the end...

Time to drink till the patch comes up...

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