Interest의 게시글
I'm glad someone went and did this. I couldn't arse myself to create one of these threads considering how many are floating around. I was satisfied with the projects I already did (redesigning the class, cataloging the Hunter class from Vanilla to now, and making a thread about one of the major weaknesses of Hunter design: their utility).
Will criticize any inconsistencies or whatever soon or point out what I agree with...in the next post.
Interest의 게시글
Every pvp rogue has the talent for improved recuperate. This gives them 12 energy every time recuperate ticks. Every tick is 3 seconds, so for all intents and purposes, you can consider the benefit of this talent an additonal 4 energy per second, provided recuperate is active, and quite frankly, if it is not always on, the rogue is not playing right.
So, we can consider rogues passive energy regeneration to be 14.10 per second.
Improved Recuperate does not provide this bonus.
is the talent you're looking for, and it's Sub exclusive (there are PvP Rogues that aren't Sub *shrug*).
HOWEVER, each specialization does have ways to grant extra energy. For instance, Assassination Rogue Bleeds effectively give 6 Energy per tick (60% chance to regenerate 10 Energy) due to
. They also have
. Combat Rogues have +25% bonus Energy regeneration and
, which is a scaling Energy regeneration effect (scales with Mastery). Don't forget
아드레날린 촉진 too.
(Maths behind all this:
Assassination Rogue: 3 Energy/second + 0.21 Energy/second.
Combat: ~2.5 Energy/second + X Energy per second (I didn't bother mathing out Combat Potency) + ~2 Energy per second)
2.1.2. The Pillar Dilemma
There are some exceptions to this dilemma for Hunters. For instance, I believe it's still possible to Kill Command through LoS, meaning Pillars are nothing as long as the pet's near the opponent. Is this practical? Probably not since the pet's now easy pickings. It's still an option, however.
Traps can also be used to somewhat alleviate the issue. Wish we had Volley still, though.
Other problems with being a hybrid is sometimes your abilities are subject to spell requirements, such as spell hit, which is usually required to be much higher, and thus they would have to gear for additional hit if they wanted to not miss, while the additional hit rating only had partial benefit.
They alleviated the Spell Hit problem to some degree. IIRC Spell Hit is now baked in to the hybrid physical-casters that need it, such as DKs. Fortunately, this is a problem we do not suffer as Hunters anyways.
Another example is that I cannot use trap launcher while either disarmed or silenced. Other classes only have to deal with one or the other, but I am subject to the penalties of both.
And it sucks balls.
Warriors even get rage from using rage!
Yo dawg...
usually have very long durations, 30-40 seconds.
This is exaggerated. The durations are about half of this.
It mysteriously vanished,
I believe I have an explanation for both parts of this:
1. In BC, Agility -> Dodge scaling was very high. If you remember, a Rogue was able to avoidance tank bosses as a result.
2. In Wrath, we had Aspect of the Dragonhawk, which was removed (this gave +18% dodge).
2a. Melee classes received scaling from stats to avoidance. For instance, Str classes like Warriors and DK now receive Parry chance from Str (I'm not talking about the DK passive from WotLK. This is now across the board). Agility classes receive dodge from agility (but only melee agility has this trait). Either that or they have bonus dodge baked into their bonuses somehow. This was added in Cataclysm.
Keep in mind 2a is purely theory, but it's a damn good one. Lemme show why:
My Rogue:
540 Agility = 1.82% Dodge, or 0.00337037037% Dodge per point of Agility (at 85. I removed gear to check this)
My Hunter:
435 Agility = 0.89% Dodge, or 0.00204597701% Dodge per point of Agility (at 85, once again, I removed some gear to check).
This leads me to believe that both the theory that Agility gives more dodge to a melee Agility and melee Agility receive passive Dodge from other sources are both correct (as my Agility for both chars is > 4k). In fact, while mathing this out, it seems Hunters actually have a base
NEGATIVE dodge bonus of -5%!How do I know this?:
0.00204597701 * 4200 = 8.59310344 (Roughly my current Hunter's agility)
Dodge chance on my Hunter = 3.67%
3.67 - 8.59 = -4.92!Did someone at Blizzard make a typo or something?
I have no more base damage reduction like other casters have, spriests, frost armor, boomkin, soul link, etc.
It's painful because it's true. The only protection we really have damage reduction wise is armor and resilience, which every class pretty much has.
WILL ADD MORE LATER.