02/21/2013 03:41 PMPosted by BándetThe main difference with Hunters casting on the move is that we need to be able to regenerate our focus.
Setting aside any regen talents, as I have excluded them from mobility above with the exception of warlocks who are either all or nothing depending on a single talent..
If you were not allowed to cast SS or CS on the move, you would still have auto shot, pet attacks, and a base focus regen that would allow you to cast signature shots without any outside regen. I will give you that MM would suffer the most, as they would not be able to maintain Imp SS, but then, mages have varying degrees of damage on the move in accordance with spec, I would be fine with another (or all classes) be the same way.
Looking through some logs, our hunter's "passive" damage (BM) was around 55% for most of the fights I looked at. Between pet auto attacks and auto shot (neither of which cost focus), that's a pretty hefty amount to get from sending your pet in and right clicking the boss.
Now I understand there is some interaction between using focus costing shots and the damage the pet does, so we'll cut the pet's damage in half and you still end up with around 40% of "possible" without ever needing to fire a single focus costing shot.
Once you consider that base regen of focus is 4 (pretty sure its 4?) per second, you would be able, at a minimum, to fire off an arcane shot every 5 seconds with nothing but passive regen.
I know a lot of classes will come here and say "but my class is special because of X", and that's fine. But what I was envisioning when I was typing this out is a fight similar to the end boss of The Nexus - a fight where you must keep moving or die. An extended movement period of say 1 minute. Where overwriting dots is less of a concern since they will be falling off on their own. Where stopping to cast anything means your death (exaggeration, but it fits the scenario I was thinking of).
What would you do for a full minute of movement? If there were to be a raid boss like this, how would you justify bringing some classes when they are the very low end of damage on the move vs other classes when they are the very high end. Obviously in a situation like this, melee would have no issue. Simply hop while you dps. But for the ranged classes? We'd see some classes that manage to shrug it off like nothing is happening, while others would be hamstrung.
I would like to see a game where the ranged classes are a lot more similar in terms of what they can do while on the move for extended periods of time. I would also like to see that damage range be similar to what the melee classes are subjected to when forced off the boss for extended periods of time.