Since I've stopped updating my guide from the last patch, feel free to drag some of that info over here if you want Siuo. I'm not playing the game atm because I'm too busy, but anything that helps the lazerchicken community I'm good with. So if you find anything useful in the other guide, feel free to snag it!
Does anyone else have mana problems in arena? I have mw/priest/hpal and I ONLY have mana problems with priest (I can last like 5-8 minutes before getting dangerously low on mana). I even tried reforging all spirit and putting 320 spirit gems in blue slots, and just find myself running oom much faster than other healers. Anyone else experience this and how do you remedy this? I try to be as efficient as possible with serendipity / keeping renews refreshed automatically and whatever else I can do to minimize the amount of mana I have to spend.
Keep in mind that if you completely ignore other throughput stats then you will need to push more expensive heals and push heals more often, thereby still using a ton of mana. Spirit is good to go for, but I still recommend int>spirit for gemming.
Thanks for the replies everyone, I'm gonna level and gear In the next week or so but I figure if I learn how to play the class how it is now eventually with the nature of mmo gaming it will get buffed again.
I am curious to what dancing with the stars is though I have never heard of that comp before.
If you are just looking for the all around basics of the class, check out the stickied guide I made (in the Druid forum). I can't remember if I updated it to 5.4, but for starters its still mostly relevant
OK now that the negativity is out of the way....Moonkin can still be solid if you spend some time learning how to maximize using more than just dot spam and rejuv spam and you play a relatively decent comp. Frost mage/Moonkin and Affl/moonkin are still really solid 3s comps you can play and enjoy. Make the most of the incredible utility the spec brings. Is it in it's best place ever? No, not at all. Do people on AJ like to complain no matter what? I'll leave that one to you.
Personally, i've enjoyed being able to push full haste (after int) and actually get some solid casts off during nature's grace. Getting an eclipsed Starfire into an instant Starsurge can be some awesome burst and just being able to use your on use trinket every minute with starfall, full dots, and some mini bursts like that can be solid. Treants have become incredibly good for the class (the instant roots is friggin great) and makes the ability to get casts off much easier than before.
Truth be told, Moonkin isn't awesome, but it can still be fun if you make the most of it. Certainly possible to climb ratings with it if you play a decent comp and practice with decent people. GLHF!
BarthilasQonnect, on 19 December 2013 - 01:08 AM, said:
2 second ress pet seem way too good. I AGREE with this. I can actually just ress pet in people's faces.
The problem here is that there isn't enough tools in the hunter playbook to use and tweak to balance around this. They've already dumbed the game down too much. They "fixed a bug" of being able to dismiss pets, so they just tried to compensate it.
Couple things here though about what Chanimals said.
First, using deterrence to get a ress pet off is a bit ridiculous, and there's no point talking about it now as it's a thing of the past. We are no longer BM, and we no longer 100% rely on our pet. 2 seconds is too short of a cast, I agree but with the nerf to dismiss pet they had to do something, and the problem is they have nothing else to tweak or play around with to try to balance this.
Second, I think killing a hunter pet isn't as difficult as you say. The difference between a hunter pet and a warlock/mage pet is that ours is melee, and it uses blink strikes basically every other attack. It actually creates a LOS issue or out ranging a heal issue, even if we want to pull it back, our pet is more vulnerable to random roots and cc's just because it gets into the enemy teams face. My pet just always seem to be hovering around 70% hp from random bleeds or dots, and if the pet isn't getting directly targeted, a healer shouldn't have to keep it at 100% just because he's scared they might swap to it. That plus the fact our pet takes a lot of damage when we sac cooldowns.
Regarding Dhorothy's video. I'm not sure what he did to try to keep the pet from dying, but standing there and spamming ress pet in your face is actually the only thing we can do in some maps. Especially Ruins. The reason for this is, we are trying to get every interrupt you can do as quickly as possible and trying to get the ress pet off while they are on cd. I remember on many occasions, standing there and spamming ress pet, to get kick, to get pummel, to get shear, to get knock off, and just barely getting it off while they are on cd's. Doing it against a lock or a mage on the team who can spam cc to interrupt is obviously going to seem stupid to you, but think about what other options he had. If he spends even a few seconds running around the tomb to los, you guys won't even have to try and fear or cyclone him. The shaman alone will be able to shear every ress pet. The reason he almost got it off a couple times was because shear was on cd, and you guys were forced to NS clone/spam fears to stop him, BECAUSE he sat there spamming the cast.
I think every decent hunters know 2 second ress pet is too short of a cast, but what could they have done instead? Leaving the cast at 4 seconds or maybe even 3 seconds after the nerf to dismiss pet would have caused the same imbalance to the game you speak of but in the opposite sense that it would be too weak.
There are 2 arguments I keep seeing that don't jive at all. #1 saying that hunter pet needs to be in melee range and lock's doesn't (false) and that it's harder for a hunter to call his pet back because of blink strike (they have bullheaded, whereas anyone else's pet just sits in the nova/roots/etc.)
Also, I saw earlier someone talk about how easy it is for a lock to soulburn rez, and it sure is easy, but they also have a cooldown on rez after they do that. Maybe that's part of the issue with giving them a fast way to rez, is that hunter's can do so over and over if they want, but a lock actually sacrifices damage (shard) to insta rez and gets a pet rez cd. If the 2 sec rez timer had a cd, then maybe it's more balanced and actually rewarding to kill the hunters pet.