Good thing wow classic is more than just raiding.
That, really, is the beauty of it
The discrepancy of the damage classes is also insane.
Warrior deal alot more damage than the class at the bottom of that damage metric, the Hunter.
BM Hunters have it particularly bad since their pets donât scale at all, neither do their elemental shots, stings, or traps(for those few melee hunters still out there).
Vanilla class design is pretty much a mess. Would be nice if we got a patch that fixed most of the scaling issues, such as by making weapon DPS affect the damage of your stings, shot, pets and Druid forms.
Pets actually do scale, they use your AP for values. It just wasnât accurate on private servers. The problem is also that itâs hard to have good uptime on a boss with your pet without it dying, or running around a lot between mobs.
Melee is also actually a DPS increase. On the Classic Hunter Discord, theyâre talking about it - and it seems to be something that could be utilized effectively on a lot of bosses, if done right. Essentially, with Aimed and Multi on cooldown and after firing a shot (so youâd otherwise stand there), you run into melee and get a Raptor Strike off. It can hit very, very hard if you use a beefy 2h - like Ashkandi⌠if you ever get one.
The problem is dancing around the dead zone. If, however, this is viable and people can do it reliably, we might actually see higher Hunter DPS numbers since they have effectively no downtime.
âŚbut, yes. Mages, Warriors, and Rogues are all pretty close in Naxx, but Hunters are waaaayy behind. Warlocks are also up there but not as high as those three.
I donât really think this is true. Survival with the 15% Agility is good with a lot of agility, but you need a lot more than youâd think - and add on to that fact you canât access the deep BM talents and the deep MM talents at the same time, which is better DPS (assuming you can keep your pet alive) so you do less damage overall. The bulk of the SV tree is pretty much not a DPS gain, once you get the hit you need from gear the only real points you put into it are for the Slaying talents, or if you melee weave, Savage Strikes with 7 points. The last 13 points can give your pet more damage, more survivability (through a larger health pool), and you more personal DPS with IAotH on top of still having Trueshot Aura.
This is entirely based on just talking with people on the Classic Hunter Discord, especially WatchYourSixx, one of the mods. The guy knows a lot.
just give someone gold to bring you to raids.
lol lol lol
Pets actually do scale, they use your AP for values. It just wasnât accurate on private servers. The problem is also that itâs hard to have good uptime on a boss with your pet without it dying, or running around a lot between mobs.
Nah. Hunter pets donât scale in Vanilla. Like, at all. That was added later on. Their damage is based on static values they get from levels, as well as from their current happiness level and from talents.
Appreciate the interest though, itâs just that itâs evident from your posts that most of you tourists never played Vanilla, or your memories of how the game actually was was muddled by TBC, WotLK or later expansions.
Vanilla itself wasnât that great, but if we could polish itâs flaws to be more akin to TBC or WotLK but without increasing level cap, it could be pretty good.
Donât get me wrong though, itâs still the only version of WoW I can concider playing. My memories just arenât muddled by rose-tinted glasses, and im not overhyping it to the moon like some people here.
But it does indeed make conversing those problems and offering potential suggestions to them problematic, because many of these tourists have rose-tinted glasses for the flaws of Vanilla or simply remember details incorrectly.
Melee is also actually a DPS increase. On the Classic Hunter Discord, theyâre talking about it - and it seems to be something that could be utilized effectively on a lot of bosses, if done right. Essentially, with Aimed and Multi on cooldown and after firing a shot (so youâd otherwise stand there), you run into melee and get a Raptor Strike off. It can hit very, very hard if you use a beefy 2h - like Ashkandi⌠if you ever get one.
To be fair, thatâs not actually a melee Hunter, but a ranged Hunter who incorporates melee playstyle into their rotation. A hybrid Hunter, you might say.
Itâs true though that melee and ranged swings being on a seperate and un-interacting timers is an interesting mechanic and one I noticed myself pretty recently when levelling a Hunter.
I think the issue with that playstyle is primarily that traps cannot be used in combat. If you could lay fire trap while going into melee range together with Raptor Strike, you could perhaps see a more prominent hybrid Hunter rise up.
I donât really think this is true. Survival with the 15% Agility is good with a lot of agility, but you need a lot more than youâd think - and add on to that fact you canât access the deep BM talents and the deep MM talents at the same time, which is better DPS (assuming you can keep your pet alive) so you do less damage overall. The bulk of the SV tree is pretty much not a DPS gain, once you get the hit you need from gear the only real points you put into it are for the Slaying talents, or if you melee weave, Savage Strikes with 7 points. The last 13 points can give your pet more damage, more survivability (through a larger health pool), and you more personal DPS with IAotH on top of still having Trueshot Aura.
This is entirely based on just talking with people on the Classic Hunter Discord, especially WatchYourSixx, one of the mods. The guy knows a lot.
I think one of the biggest problems Survival faces is itâs identity.
Survival started out as a melee spec. Imagine Rexxar from the Warcraft 3 TFT campaign, and incorporate it into WoW - thatâs literally what old Survival was.
Then, it was suddenly and without reason changed into a ranged spec, that more or less played identically to Marks, but was still useless (in like 99% cases). This essentially left late Survival both without a purpose NOR identity.
Old Survival had at least a stronger identity as a melee spec than nu-Surv.
Use whatever you want. Anything is possible in a raid of 40 people. You will want of course to have more DPS warriors and Rogues. For the most part I rolled with 4 rogues including myself in raids and we topped the charts all the time. Theorycraft is for hardcore players. If you want to have fun and get the job done, get whatever you want. Hunters can fit the rotation along with warlocks.
Nah. Hunter pets donât scale in Vanilla. Like, at all. That was added later on. Their damage is based on static values they get from levels, as well as from their current happiness level and from talents.
If you give them AP buffs, theyâll scale with it. They donât scale with your gear no, but thatâs fine. I completely forgot about the fact AP scaling was added in a later expansion, but that you could give them individual buffs.
Appreciate the interest though, itâs just that itâs evident from your posts that most of you tourists never played Vanilla, or your memories of how the game actually was was muddled by TBC, WotLK or later expansions.
I played a Warrior back then, so understandably my Hunter knowledge is limited.
Vanilla itself wasnât that great, but if we could polish itâs flaws to be more akin to TBC or WotLK but without increasing level cap, it could be pretty good.
Classic is vanilla, itâs not remastered.
To be fair, thatâs not actually a melee Hunter, but a ranged Hunter who incorporates melee playstyle into their rotation. A hybrid Hunter, you might say.
Itâs true though that melee and ranged swings being on a seperate and un-interacting timers is an interesting mechanic and one I noticed myself pretty recently when levelling a Hunter.
I think the issue with that playstyle is primarily that traps cannot be used in combat. If you could lay fire trap while going into melee range together with Raptor Strike, you could perhaps see a more prominent hybrid Hunter rise up.
A melee hunter is a meme, nothing more. But melee weaving is something no one really did back then, and it would have gotten them laughed at in the first place.
You canât actually use that trap, though. I guess you, âtouristsâ donât know but there was a debuff limit so you couldnât do it in raids. You could do it in 5 mans and in solo, but arguably frost trap and freezing trap are more useful. Oh, and if you FD, you can lay a trap. A neat mechanic.
lets be real, a lot of that stuff wasnt rare at all. we had flamewalker legplates and salamander scale pants coming out of our ears.
And you generally entered molten core in blues. Some slots even some greens.
^^ Overgearing content still mattered in Vanilla. If you gear up well before raids being a hybrid doesnât matter as much.
Is this something Blizzard is saying or is this something that subscribers are saying?
The reason I ask is because I raided a few times on this lock in Vanilla with no problems.
I would say if youâre Paladin just compromise. Offer to be a off healer and do what DPS you can do. Paladins are great for dungeon runs but in raids youâll mostly be support/healer instead of DPS.
If by other guilds you mean the ones that will be ok with carrying you, then yes.
The reason I ask is because I raided a few times on this lock in Vanilla with no problems.
Locks did good DPS in this patch and were needed for their Debuffs and Heathstones. You just donât want too many because of the Debuff limit. Any Class/Spec is fine for Dungeon content and below. Itâs once you get to Raid Bosses where Class design and balance starts to break down.
Moonkins, Ele Shaman and Shadow Priests can do solid DPS for half the fight then theyâre OOM which means you also canât off heal or decurse as an example.
We played a Class in Vanilla and not a Spec. You werenât a Ret Paladin you were a Paladin and Paladins brought Blessings, Healing and Cleanse. If you were able to get a Raid spot as Ret you were expected to primarily handle those three things and DPS when you could but doing DPS also cost mana which means it was always a balance.
umm guilds bring at least 1 ret paladin for the debuffs.
If memory serves me correct, DPS was not too much an issue during raids in Vanilla. I personally think it was that it took time to get the raid members in sync with one another to get the desired choreography if you will. In fact, I will go as far as to say that it was the lack of choreography during raids that was the problem, not so much the amount of DPS. I do remember this because every time we had a new raid member join a regular raid, it took a few wipes to get them in sync with the fight. So with this said, I am having a hard time why Blizzard would not allow only 4 dps classes to raid.
Warlocks are very gear dependent in classic, they wonât be up top in mc/ony but once the zg/bwl/aq40 gear starts rolling in they should be near the top.
edit: but theyâre always good to have anyway, because utility.
Hmmm, I am not so sure though. Gear in vanilla was tailored to each raid, unlike in BFA where one size fits all.
MC was Fire Resist, AQ was Nature Resist or was it ZG that needed nature resistâŚanyways, yeah each raid needed a specific set to make them easier to finish.
I think this is rumor by a subscriber. I just googled blizzard saying this and I did not see anything about it. I have a hard time believing Blizzard would only allow only 4 dps to raid?
I am rolling with my affliction warlock in Classic. Served me well in Vanilla, and I have faith it will serve me well in classic. I do not play anything else very well in vanilla, what else would I play.