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Aimed Shot - getting a little betterFollow

#1 Nov 08 2007 at 7:09 AM Rating: Decent
Quote:
The ability (Aimed Shot), which has already gained a healing debuff akin to Mortal Strike, will now also have a reduced cast time. The shot will now take a flat 3 seconds to perform, which is a half a second drop from its previous time of 3.5 seconds. In addition, Eyonix also mentioned that the developers are monitoring the ability's effectiveness and may further reduce the cast time after 2.3 goes live.



Lowered Shot time - Always a good thing.
#2 Nov 08 2007 at 7:30 AM Rating: Good
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1,259 posts
Now if only they would reduce the mana cost :D
#3 Nov 08 2007 at 8:48 AM Rating: Decent
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1,264 posts
Even with a 0.5 sec cast time reduction, I doubt it will be worth putting into a shot rotation. It's great as an opening shot for Misdirect, but other shot combos (Auto-Steady-Arcane) can outperform it. Check out this link at Elitist Jerks, it graphically demonstrates why Aimed Shot is bad.

lythrdskynrd @ Elitist Jerks wrote:
Although aimed shot does a good amount of damage, it resets the Auto Shot timer.

In the time you are casting ONE Aimed Shot you could have cast

1. Auto Shot
2. Steady Shot
3. Arcane Shot

And you’d be most of the way through casting another Steady and Auto Shot

Essentially, shooting *ONE* aimed shot costs about the same as shooting almost *FIVE* other shots .. though it only does the damage of about 2. It does however retain its value for when you are initiating combat with a misdirect...


Although that was written for the 3.5 sec cast time, it would not appear that a cast-time reduction to 3.0 seconds doesn't change the overall conclusion.
#4 Nov 08 2007 at 8:56 AM Rating: Good
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830 posts
Still a good starter shot. I'd rather have had a mana reduction than cast time reduction on it. The debuff is okay too.
#5 Nov 08 2007 at 9:11 AM Rating: Good
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2,388 posts
Quote:
Even with a 0.5 sec cast time reduction, I doubt it will be worth putting into a shot rotation. It's great as an opening shot for Misdirect, but other shot combos (Auto-Steady-Arcane) can outperform it. Check out this link at Elitist Jerks, it graphically demonstrates why Aimed Shot is bad.


Bad in your shot rotation yes.

Good to use as an oppener to let your Tank gain aggro, as most Tanks I have run with dish out more than 1k TPS. Also good to use with Misdirection, for instance:

MD to your favorite neighborhood tank

Aimed Shot

Multi Shot (if no CC around)/Steady if there is

Arcane Shot

That 3 punch sequence should be out before your first Auto Shot, and dump about 6-9k Threat imidiatly on the tank.
#6 Nov 08 2007 at 12:24 PM Rating: Good
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666 posts
It's obvious from the posts that no one is thinking of this in terms of the pvp aspect. The whole reason to add it's nice Mortal Strike debuff is strictly for pvp purposes and to tempt Hunters into using this shot more often then they currently do.

This will change things in the arenas greatly. More hunters will probably start out with these shots, and during the middle of the fights be using it more often then they currently do. As it stands the casting time kills us in arena. 3.5 seconds to cast 1 shot? Meanwhile we have a rogue, mage, warrior, etc. on us interrupting our shot, and usually by the time it does go off, the person has closed the gap on us, and we can't fire it off anyway.

Even Steady Shot has a hard time going off in the arena's, and as a hunter who actively pvp's, Arcane Shot, Multi-Shot, and Auto-Shot are your best bets. Steady shot is used only if no one is hitting you, and Aimed Shot is just out of the question unless you manage to find some one off in the corner and you're all by yourself with plenty of time to spare. Or you trap them, Scatter Shot, Wyvern Sting, Intimidation, etc. first. But still, Aimed shot is hardly used in the pvp world, and much like the pve world it's more of an opener shot then anything else.

Even with a 3 second cast, this won't prove to be very useful. Which is why they probably plan on toning it down even more after the patch goes live.

The cast time as well as the cooldown negate our normal DPS, and unless it crits you're obviously going to lose DPS unless it's used as strictly an opener shot.
#7 Nov 08 2007 at 1:15 PM Rating: Good
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830 posts
The only 2 times I usually intend to use Aimed is as a starter and a trap breaker/unsheeper.

PvP, I could never get it off except in BG's when I had someone cold or they couldn't break my freeze trap. In an arena, everyone has a freeze trap breaker and Druids get the ability naturally. I don't see how this will change, even with the debuff and slightly shorter cast time. It'll be more useful in BG's especially in large chaotic groups, as I can usually find a quiet spot and target an unsuspecting opponent.
#8 Nov 08 2007 at 10:32 PM Rating: Decent
sloshot wrote:
The only 2 times I usually intend to use Aimed is as a starter and a trap breaker/unsheeper.

PvP, I could never get it off except in BG's when I had someone cold or they couldn't break my freeze trap. In an arena, everyone has a freeze trap breaker and Druids get the ability naturally. I don't see how this will change, even with the debuff and slightly shorter cast time. It'll be more useful in BG's especially in large chaotic groups, as I can usually find a quiet spot and target an unsuspecting opponent.


Scatter Shot has a 4 second duration and with the changes to the minimum effective range, Scatter Shot -> Aimed Shot becomes a viable strategy. With Aimed Shot on a 3.5 seconds delay, after GD you're looking at 5 seconds delay from Scatter Shot -> Aimed Shot. 1 second being an eternity in Arena and all, cutting that in half with the announced changes gives the other guy less chance to breech the deadzone before Aimed Shot goes off.
#9 Nov 09 2007 at 8:29 AM Rating: Good
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830 posts
True, but scatter is a bit random in the direction it sends the foe. If it sends them towards you, and if you are too close when you go to fire aimed, they could be inside the DZ or minimum range, so you'd have to clear the range then fire it off, they could then close and be inside your firing range and you get the wonderful message "Target too close". Which is my second least favorite message, just before "You have died..." ^_^

The scatter/aimed strategy should work most of the time, but if you're going down to theorycraft, what percent would it fail and would that overcome a simple steady shot bonus? I think I get much better results from a Multi-shot at that point (in overall average damage) than I do from Aimed. The spread of damage is just too wide.

I really hate seeing 300 after an aimed shot... totally bums me out. I rarely see that on my multi's. Multi has been my buddy in PvP. I'd use scatter to let the multi-timer reset while I bandaged up... ^_^
#10 Nov 12 2007 at 11:24 AM Rating: Good
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278 posts
I've posted my views before on the effectiveness of post 2.3 Aimed Shot in arenas. I recently found a video that pretty much explains it all:

2.3 Aimed Shot!

I'm not saying that Aimed Shot will never be useful in arenas, as there are some situations where it's helpful. Don't get me wrong, a 3 second casting time is > 3.5 second casting time. But is this buff necessary? I think not.

In my opinion, this casting time nerf is more of an attempt to make Aimed Shot a much more viable move, and while it's a step in the right direction, it's not a large enough step.
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