I'm a marksman hunter, yeah? I have been for what, 7.5 years now?
And since the 5.0 patch, I've been doing raids and dungeons as beast mastery. *shudder*
The results were pretty marked: an 8-10k increase in DPS on Zon'ozz probably says a lot at just how bad I am at marksman sometimes, especially when I'm macroless as BM and have been running with a cast sequence macro on MM.
It also suggests that maybe it's time for me to try running without the macro as MM and see how that goes, as well. I really like Aimed Shot and Chimera Shot, and I miss them - especially Chimera Shot - in the BM spec. I could get a self-heal through talents, but it's not the same - it's really just one more thing to cram onto my bars somewhere. Sure, there's a trap pull-out now, but that's not particularly handy for keybinds.
On the BM front, I've picked up one of the gorgeous green cranes (Lucius) and a black goat (Aurelius - there is a pun there, but it's not really explainable outside my marriage). They're not exotic pets, but they're pets. I have four exotics at the moment - Skoll, a devilsaur, a worm (named Larry, because he just seemed like a Larry), and the cat from Hyjal that I'm probably going to dump because I really don't care about it and it's taking up space. I kinda just tamed it because it was there while I was getting tokens to try for a scorchling. The devilsaur is pretty, but he may get axed, as well.
In other news: I spent the first... day and a half? of Mists doing pet battles to get to 250 pets. Then I finally went off to leveling. I'm up to 88, and I've discovered that Stampede will just make extra copies of pets if your 5 active slots aren't full. (Good to know if you want to keep an empty slot to tame something pretty.)
Professions have been much less painful to skill up, other than the Spirit of Harmony requirements for damn near everything I actually want to make. The engineering pet takes two - two - when you can make the inscription pets for some paper and ink. I've gotten inscription, engineering, and alchemy maxed, and enchanting and blacksmithing are close. Jewelcrafting is also close and is currently restricted mostly by my lack of blue gems to bump it up the rest of the way. I'm not appreciating the inability to mine for gems without a rare-spawn pickaxe. Cooking is maxed! Well, the Way of the Oven is maxed. Working on the others. Overall, the guild just needs fishing and archaeology to get its heirloom pants. I've been working some on fishing - it's at ~555 - but got distracted by clearing out the map in Krasarang. I've caught one rare fish so far, but I'm still a Stranger to Nat Pagle. :(
Despite having played in beta, I'm still impressed by the size of the map and the sheer quantity of stuff to do crammed into it in Mists - the minigames add interesting layers, and the farm makes me want to get all my toons into Valley of the Four Winds. I need either scallions or leeks for my next recipe. >.<
Showing posts with label talents. Show all posts
Showing posts with label talents. Show all posts
10/1/12
3/31/12
Beta Mists, 2
I played a monk to level three before creating a beta guild for my guildies who are getting in.
Not being able to scroll out further than the default may cause me some issues; I need to play 'further back' to not get motion sick.
Ok, after some lag/crashing issues, I can finally teleport to panda land!
I, uh. Pandaren are short. I mean, sure, I'm a Tauren, but... OH, that's a Pandaren kid. The adults are shorter than I expected, but not *that* short.
Run around a bit, find some quests to kill wasps and pick up flowers. Oh, right, my toolbars. Some stuff is gone (Concussive Shot, Kill Command is out of my spec, etc.), and I haven't bothered to remake macros yet since I don't know what I'm going to need yet. But I have A Murder of Crows, and it is awesome.
There are some pretty cranes in the Jade Forest, but I can't tame them. This is just as well; the stable is a little buggy, and I don't want to mess with swapping pets around yet. The pet talent pane is... gone? I don't know, I just can't find it. I'm guessing that's another work in progress.
The new glyphs are mostly fun! I put in mostly soloing ones for now (Mending, Misdirect, and improved Mend Pet is now a glyph) since I figure that's what I'm going to be doing. The Camouflage glyph right now gives you real stealth, which will be tempting later for dungeon soloing type stuff.
Talbuk models have returned! Also not tameable.
Poor Hadrian has been shrunk, without even having the glyph in.
Taking lots of pretty pictures - War Serpents, the Temple of the Jade Serpent, the Dawn Bridge.
Aw, no fishes yet.
Oh, thank God, I found the camera distance slider.
OH MY GOD I KICK STUFF. Okay, right, so I'm a Tauren hunter. I have to destroy these statues. To do so, I KICK THEM. This is awesome.
Haha, first fatal error.
I keep trying to run out to range, but minimum range is gone. >.>
Lots of fill-up-a-bar quests in the Jade Forest so far.
... High Elder Cloudfall randomly fell over and died. Um. It's apparently a known issue in the quest; I guess I'll go find other quests.
Hey, nearby available quests show up on my world map now?
Ok, the Jade Forest is kinda crowded, I'm going to go check out the Tauren monk I rolled yesterday.
Hm. Jabbing stuff to death at level one and two feels slow. I get roll at level two, and... ok, it doesn't roll yet on Tauren, more like the goblin's rocket jump effect. But it's got a 0, 1, or 2 on it; I can use it twice and then it has to regen? But the tooltip doesn't clarify. Also my starting weapons think they're broken. (They're not.)
Hm, leveling is just automatically teaching me stuff in the field, no running back to train. Kinda nice. Level three got me Tiger Palm (which uses some Chi) and Blackout Kick (which also uses Chi, usable at 35% like an execute).
Still, I feel kind of weak compared to the other low level toons I've made. I'm dying a lot more than I usually do, to mobs just a level higher than me.
Hee, another bug that's already been reported. Tauren monks don't speak Taurahe.
Not being able to scroll out further than the default may cause me some issues; I need to play 'further back' to not get motion sick.
Ok, after some lag/crashing issues, I can finally teleport to panda land!
I, uh. Pandaren are short. I mean, sure, I'm a Tauren, but... OH, that's a Pandaren kid. The adults are shorter than I expected, but not *that* short.
![]() |
Pandaran Male |
![]() |
Pandaran Female |
![]() |
Heading out of Dawn's Blossom to the Arboretum |
Run around a bit, find some quests to kill wasps and pick up flowers. Oh, right, my toolbars. Some stuff is gone (Concussive Shot, Kill Command is out of my spec, etc.), and I haven't bothered to remake macros yet since I don't know what I'm going to need yet. But I have A Murder of Crows, and it is awesome.
There are some pretty cranes in the Jade Forest, but I can't tame them. This is just as well; the stable is a little buggy, and I don't want to mess with swapping pets around yet. The pet talent pane is... gone? I don't know, I just can't find it. I'm guessing that's another work in progress.
![]() |
Pretty green cranes! |
The new glyphs are mostly fun! I put in mostly soloing ones for now (Mending, Misdirect, and improved Mend Pet is now a glyph) since I figure that's what I'm going to be doing. The Camouflage glyph right now gives you real stealth, which will be tempting later for dungeon soloing type stuff.
![]() |
Marksmanship specialization |
![]() |
Talent pane |
Poor Hadrian has been shrunk, without even having the glyph in.
Taking lots of pretty pictures - War Serpents, the Temple of the Jade Serpent, the Dawn Bridge.
![]() |
Approaching the Temple of the Jade Serpent |
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Guards in the Temple of the Jade Serpent - female Pandaran tails go under the cloak, no clipping |
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Stairs to the Temple (a little glitchy) |
![]() |
Temple of the Jade Serpent |
![]() |
The Dawn Bridge |
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There are a bunch of kites suspending lanterns along the bridge |
![]() |
War Serpents |
![]() |
Waterfall from the Dawn Bridge |
![]() |
Temple of the Jade Serpent, seen from the Dawn Bridge |
![]() |
Back in the Arboretum, looking towards the flight path |
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Serpent trainers |
![]() |
Serpent trainers |
Oh, thank God, I found the camera distance slider.
OH MY GOD I KICK STUFF. Okay, right, so I'm a Tauren hunter. I have to destroy these statues. To do so, I KICK THEM. This is awesome.
Haha, first fatal error.
I keep trying to run out to range, but minimum range is gone. >.>
Lots of fill-up-a-bar quests in the Jade Forest so far.
![]() |
Bell in Chun Tian Monastery |
![]() |
The bamboo forest |
Ok, the Jade Forest is kinda crowded, I'm going to go check out the Tauren monk I rolled yesterday.
Hm. Jabbing stuff to death at level one and two feels slow. I get roll at level two, and... ok, it doesn't roll yet on Tauren, more like the goblin's rocket jump effect. But it's got a 0, 1, or 2 on it; I can use it twice and then it has to regen? But the tooltip doesn't clarify. Also my starting weapons think they're broken. (They're not.)
Hm, leveling is just automatically teaching me stuff in the field, no running back to train. Kinda nice. Level three got me Tiger Palm (which uses some Chi) and Blackout Kick (which also uses Chi, usable at 35% like an execute).
![]() |
Monk interface & a gazelle critter that I can't capture yet |
Hee, another bug that's already been reported. Tauren monks don't speak Taurahe.
![]() |
Moon over Mulgore |
2/3/11
More thoughts on the /castsequence
I'm running with a spec that looks something like this.
Since actually raiding Tol Barad (three times now), I've dropped one of the Arcanes from my macro, due to focus starvation outside Rapid Fire, and finally realized that dude, I can pop Aspect of the Fox during Felfire and keep my rotation going during all the running around.
No, other than the opportunity to raid-test the macro and tweak for focus consumption, my thoughts on the cast sequence have been centered around two of the other Steady Shot-centered talents: Piercing Shots and Master Marksman.
Ignore, for the moment, that Marksman is bottoming out raid DPS rankings right now. We play Marksman because we love it, right? (There is some irony, I think, that the hunter specs are sandwiching that list.) Besides, 4.0.6 will bring us some changes that will help with that. Aimed, Arcane, Chimera, and Kill Shot are all getting damage buffs. We'll be able to Auto Shot while moving.
Aimed Shot is one of the main things I've been thinking about regarding the cast sequence. We really only use it on proc, and the proc is reliant on Steady Shot and the RNG. The only way to really get more Aimed Shots in is to get more Steady Shots in. Add to this the bleed damage both Steady and Aimed (and Chimera) can inflict. If Aimed Shot hits harder, the target is going to bleed harder. Add in a bleed debuff from an Arms warrior, Subtlety rogue, Feral druid, or one of our own pets (I favor the hyena for this when needed), and we're looking at some nice little boosts.
But again, we need more Steady Shots to get more Aimed Shots. If we prioritize Chimera to be every 10 seconds (in a normal rotation; if you use Kill Shot or Rapid Fire or Readiness, the spacing will vary slightly), that means we've got 9 other seconds of global cool down to work with. Getting Steady down to a one-second cast requires amounts of haste that are more or less insane. How insane? Not quite 9000. Yes, with the two hunter haste talents (Pathing and Improved Steady Shot), you need 8817 haste rating to get your Steady Shot down to 1 second with no other haste bonuses.
No, a 1.5 or 1.6 second Steady Shot cast is probably what we're sanely looking at most of the time, without extra haste boosts - that is, for most of our normal rotations. That means that the two bundles of two Steady Shots makes sense, and pairing it with two Arcane Shots will make sure we're not sitting on buckets of Focus.
What about that extra second or so of GCD? We could add another Arcane Shot, but raiding Tol Barad - a fight that is, more or less, the ultimate in stand and shoot fights for 98% of it - has shown that 3 Arcane:4 Steady will leave us Focus starved at points. 2 Arcane:4 Steady makes sure we have enough Focus for our next Chimera. 2 Arcane:5 Steady, however, pushes us past the 9 second mark, towards an 11-second rotation.
At this point I'm going to stick with the 2:4 Arcane:Steady ratio. The half a second is useful for flexibility when you need to pop some extra shot (Kill Shot, Tranq, etc.) or a trap, or perform some other utility action. If you've got the extra time or Focus, another Steady or Arcane can be added, but with the upcoming changes to Aimed, I would lean towards the Steady Shot.
So for now, the macro remains:
/castsequence Chimera Shot, Steady Shot, Steady Shot, Arcane Shot, Arcane Shot, Steady Shot, Steady Shot
Since actually raiding Tol Barad (three times now), I've dropped one of the Arcanes from my macro, due to focus starvation outside Rapid Fire, and finally realized that dude, I can pop Aspect of the Fox during Felfire and keep my rotation going during all the running around.
No, other than the opportunity to raid-test the macro and tweak for focus consumption, my thoughts on the cast sequence have been centered around two of the other Steady Shot-centered talents: Piercing Shots and Master Marksman.
Ignore, for the moment, that Marksman is bottoming out raid DPS rankings right now. We play Marksman because we love it, right? (There is some irony, I think, that the hunter specs are sandwiching that list.) Besides, 4.0.6 will bring us some changes that will help with that. Aimed, Arcane, Chimera, and Kill Shot are all getting damage buffs. We'll be able to Auto Shot while moving.
Aimed Shot is one of the main things I've been thinking about regarding the cast sequence. We really only use it on proc, and the proc is reliant on Steady Shot and the RNG. The only way to really get more Aimed Shots in is to get more Steady Shots in. Add to this the bleed damage both Steady and Aimed (and Chimera) can inflict. If Aimed Shot hits harder, the target is going to bleed harder. Add in a bleed debuff from an Arms warrior, Subtlety rogue, Feral druid, or one of our own pets (I favor the hyena for this when needed), and we're looking at some nice little boosts.
But again, we need more Steady Shots to get more Aimed Shots. If we prioritize Chimera to be every 10 seconds (in a normal rotation; if you use Kill Shot or Rapid Fire or Readiness, the spacing will vary slightly), that means we've got 9 other seconds of global cool down to work with. Getting Steady down to a one-second cast requires amounts of haste that are more or less insane. How insane? Not quite 9000. Yes, with the two hunter haste talents (Pathing and Improved Steady Shot), you need 8817 haste rating to get your Steady Shot down to 1 second with no other haste bonuses.
No, a 1.5 or 1.6 second Steady Shot cast is probably what we're sanely looking at most of the time, without extra haste boosts - that is, for most of our normal rotations. That means that the two bundles of two Steady Shots makes sense, and pairing it with two Arcane Shots will make sure we're not sitting on buckets of Focus.
What about that extra second or so of GCD? We could add another Arcane Shot, but raiding Tol Barad - a fight that is, more or less, the ultimate in stand and shoot fights for 98% of it - has shown that 3 Arcane:4 Steady will leave us Focus starved at points. 2 Arcane:4 Steady makes sure we have enough Focus for our next Chimera. 2 Arcane:5 Steady, however, pushes us past the 9 second mark, towards an 11-second rotation.
At this point I'm going to stick with the 2:4 Arcane:Steady ratio. The half a second is useful for flexibility when you need to pop some extra shot (Kill Shot, Tranq, etc.) or a trap, or perform some other utility action. If you've got the extra time or Focus, another Steady or Arcane can be added, but with the upcoming changes to Aimed, I would lean towards the Steady Shot.
So for now, the macro remains:
/castsequence Chimera Shot, Steady Shot, Steady Shot, Arcane Shot, Arcane Shot, Steady Shot, Steady Shot
Labels:
4.0.6,
aimed shot,
arcane shot,
chimera shot,
macros,
patch notes,
steady shot,
talents
1/7/11
Unexpected delights
Hm... I was especially emo yesterday, no? Today, something more positively reflective!
With the change to focus, et al, that hunters underwent, quite a few changes didn't become apparent until I'd started playing a while with them. Many of these were awesome.
You can Multi-Shot while moving! For the longest time, Multi-Shot had a built in cast time of .5 seconds, which meant you had to stand still for it. Now you can spam the button as long as you have focus while desperately backing up and hoping that the pet-targeted Misdirect you just cast will eventually stick one or more of the bazillion mobs you're trying to get at range with back on your bear/crab/etc. Multi-Shot is one of my long-time favorite skills, and I was including it in my regular rotation in Burning Crusade before an Arcane Shot/Multi-Shot/Steady Shot rotation was de rigueur. There is nothing quite so satisfying as being the unorthodox player whose methods suddenly become, for your spec, the orthodoxy. True, enchanting my 2-handed weapons for Int, or getting +mana librams on my T1 (more mana = less feigning to drink mid-boss), never caught on, but leveling in "of the Falcon" (agility/intellect) gear was more appreciated once the Int -> Attack Power talent went in. Of course, those days are gone.
That green and orange cat in Felwood is tameable! No, seriously! I've named him Octavian, and he's currently my DPS pet in 5-man's just because the color scheme is so hilarious. I need to team him up with a troll feral druid for something...
Glyph of Misdirect is amazing. I mentioned this in my macro post a couple weeks ago - if you're soloing without Glyph of Misdirect, you're missing out on the awesomeness of sending your pet into a pack of a gazillion mobs, dropping Mend Pet on it, and alternately spamming Misdirect and Multi-Shot. If you are like me, you will forget the first two Misdirects and end up in the scenario described under the Multi-Shot entry above.
Trap Launcher is surprisingly fun, if still clunky to use. I have not yet developed good macros for making Trap Launcher more stream-lined, but being able to toss an Explosive Trap on a tank for non-elite adds, or to throw my Snake Trap over at an add on a healer to hopefully pull the aggro off onto the snakes, is really handy. I wish Trap Launcher + Freezing Trap were more useful for something besides crowd-controlled pulling, but it seems like every loose add I want to trap is bleeding or poisoned or burning or in the throes of agony from a curse. Hence the substitution of snakes for adds on the healers.
Camouflage is quite fun, although I've yet to use it for its supposed strength, PVP. Mostly I pop it on in 5-man's as we're moving towards or around groups to avoid my huge cow ass pulling something. (I had problems with that in Nexus for a long time. >.>) The additional bonus of cloaking my pet is great if I don't have the cat out.
The fox pet dances! I got a Black Fox a couple weeks ago (from Redridge) and named him Hawkins. If you don't get that joke, I am disappointed in your movie tastes. "Play" + "Move To" was highlighted by someone else, but for especial hilarity, go to Thunder Bluff and dance your fox back and forth across the pond. I was giggling way too much.
Scatter Shot is a baseline skill! This wasn't a surprise, but despite having it sitting there on my bars, I had mostly forgotten about it until I went to Tol Barad the other day (successful defense, woo!) and oh, God, Silencing is still on cooldown there it was! It was a favored shot while leveling, and having it around again is great. Hawkeye, the other talent Survival stole from Marksman years ago, also sort of went baseline - most of the damaging hunter shots have longer range, although Multi-Shot, Silencing Shot, and Tranquilizing Shot still seem to have the old base range, which means on fights you're going to need them, you have to make sure to move up enough for them. Basically, the two formerly Markman talents that made me put points in Survival in Burning Crusade and Wrath are now mine for free.
Hey, I can get Improved Mend Pet! I don't know if I'll keep it when I put together a raiding spec (and my devilsaur and worm are doomed to a life in the stables), but it's been coveted for a good four years, so it's definitely staying in my soloing spec.
A non-huntery unexpected delight were the quests in Uldum. I love Vashj'ir - it's gorgeous, and the ecological details were greatly appreciated. The ultra-violet canyon is beautiful, and for some reason the secluded emptiness of the Abandoned Reef makes it one of my favorite places. (It is also where Ghostcrawler roams - beware the Nerfbat.) But Uldum - it took a little bit to get into, but as soon as I ran into Harrison Jones, the quest chain just skyrocketed in its level of awesomeness. The end of the chain (spoiler) was unexpected but had me laughing. The reworked Silverpine and Hillsbrad are also amazing for their quests - Siliverpine for the drama, Hillsbrad for the comedy.
There are always disappointments with changes (Aimed Shot's more or less neutering is one of them - if it's going to be only for opening or a proc, at least make it hit hard enough for it to be special - it's our friggin' specialization skill), but I am enjoying most of the changes.
With the change to focus, et al, that hunters underwent, quite a few changes didn't become apparent until I'd started playing a while with them. Many of these were awesome.
You can Multi-Shot while moving! For the longest time, Multi-Shot had a built in cast time of .5 seconds, which meant you had to stand still for it. Now you can spam the button as long as you have focus while desperately backing up and hoping that the pet-targeted Misdirect you just cast will eventually stick one or more of the bazillion mobs you're trying to get at range with back on your bear/crab/etc. Multi-Shot is one of my long-time favorite skills, and I was including it in my regular rotation in Burning Crusade before an Arcane Shot/Multi-Shot/Steady Shot rotation was de rigueur. There is nothing quite so satisfying as being the unorthodox player whose methods suddenly become, for your spec, the orthodoxy. True, enchanting my 2-handed weapons for Int, or getting +mana librams on my T1 (more mana = less feigning to drink mid-boss), never caught on, but leveling in "of the Falcon" (agility/intellect) gear was more appreciated once the Int -> Attack Power talent went in. Of course, those days are gone.
That green and orange cat in Felwood is tameable! No, seriously! I've named him Octavian, and he's currently my DPS pet in 5-man's just because the color scheme is so hilarious. I need to team him up with a troll feral druid for something...
Glyph of Misdirect is amazing. I mentioned this in my macro post a couple weeks ago - if you're soloing without Glyph of Misdirect, you're missing out on the awesomeness of sending your pet into a pack of a gazillion mobs, dropping Mend Pet on it, and alternately spamming Misdirect and Multi-Shot. If you are like me, you will forget the first two Misdirects and end up in the scenario described under the Multi-Shot entry above.
Trap Launcher is surprisingly fun, if still clunky to use. I have not yet developed good macros for making Trap Launcher more stream-lined, but being able to toss an Explosive Trap on a tank for non-elite adds, or to throw my Snake Trap over at an add on a healer to hopefully pull the aggro off onto the snakes, is really handy. I wish Trap Launcher + Freezing Trap were more useful for something besides crowd-controlled pulling, but it seems like every loose add I want to trap is bleeding or poisoned or burning or in the throes of agony from a curse. Hence the substitution of snakes for adds on the healers.
Camouflage is quite fun, although I've yet to use it for its supposed strength, PVP. Mostly I pop it on in 5-man's as we're moving towards or around groups to avoid my huge cow ass pulling something. (I had problems with that in Nexus for a long time. >.>) The additional bonus of cloaking my pet is great if I don't have the cat out.
The fox pet dances! I got a Black Fox a couple weeks ago (from Redridge) and named him Hawkins. If you don't get that joke, I am disappointed in your movie tastes. "Play" + "Move To" was highlighted by someone else, but for especial hilarity, go to Thunder Bluff and dance your fox back and forth across the pond. I was giggling way too much.
Scatter Shot is a baseline skill! This wasn't a surprise, but despite having it sitting there on my bars, I had mostly forgotten about it until I went to Tol Barad the other day (successful defense, woo!) and oh, God, Silencing is still on cooldown there it was! It was a favored shot while leveling, and having it around again is great. Hawkeye, the other talent Survival stole from Marksman years ago, also sort of went baseline - most of the damaging hunter shots have longer range, although Multi-Shot, Silencing Shot, and Tranquilizing Shot still seem to have the old base range, which means on fights you're going to need them, you have to make sure to move up enough for them. Basically, the two formerly Markman talents that made me put points in Survival in Burning Crusade and Wrath are now mine for free.
Hey, I can get Improved Mend Pet! I don't know if I'll keep it when I put together a raiding spec (and my devilsaur and worm are doomed to a life in the stables), but it's been coveted for a good four years, so it's definitely staying in my soloing spec.
A non-huntery unexpected delight were the quests in Uldum. I love Vashj'ir - it's gorgeous, and the ecological details were greatly appreciated. The ultra-violet canyon is beautiful, and for some reason the secluded emptiness of the Abandoned Reef makes it one of my favorite places. (It is also where Ghostcrawler roams - beware the Nerfbat.) But Uldum - it took a little bit to get into, but as soon as I ran into Harrison Jones, the quest chain just skyrocketed in its level of awesomeness. The end of the chain (spoiler) was unexpected but had me laughing. The reworked Silverpine and Hillsbrad are also amazing for their quests - Siliverpine for the drama, Hillsbrad for the comedy.
There are always disappointments with changes (Aimed Shot's more or less neutering is one of them - if it's going to be only for opening or a proc, at least make it hit hard enough for it to be special - it's our friggin' specialization skill), but I am enjoying most of the changes.
7/7/10
*grumble*
*grumble* *grumble*
Stupid talent point changes.
*grumble* *grumble*
Stupid real names on forums thing.
*grumble* *grumble*
(Reduction of talent bloat? Awesome. Making you put 31 points into a tree before getting access to the others? Grr. I want my Hawkeye, Scatter Shot, and fast pet Revive before I want my 31-point Marksman talent, Blizz.)
Stupid talent point changes.
*grumble* *grumble*
Stupid real names on forums thing.
*grumble* *grumble*
(Reduction of talent bloat? Awesome. Making you put 31 points into a tree before getting access to the others? Grr. I want my Hawkeye, Scatter Shot, and fast pet Revive before I want my 31-point Marksman talent, Blizz.)
4/9/10
Whee! Cataclym Hunter Preview
The Cataclysm Hunter preview has been posted! And not, as I suspected it would be, at 3 a.m. EST. Of course everything in it is still subject to change, since they've just started sending out the press invites for beta, so we're a while from release yet. At least a likely late-summer date of some sort means I won't be standing for 45 minutes around midnight outside a Wal-Mart that lost power in an ice storm, waiting for it to reopen. (That was TBC. I could have gotten a collector's edition, but didn't.)
Anywho, stuff:
The new abilities: Cobra Shot, Trap Launcher, and Camouflage.
The first is supposed to act as a nature-damage version of Steady Shot, which says to me that, basically, Armor Penetration (besides going away on gear) is definitely not going to be like it has been in Wrath. Instead of stacking a stat and dropping non-physical shots for heavily armored targets, we'll instead have something in our arsenal to deal with it. (I wonder how it will work in PVP versus plate wearers.)
Trap Launcher just makes me squee because I want to throw snakes at people. Actually, the idea of traps being less situational and more useful from a distance (you know, add pack over there just aggroed on your mage) is awesome all around. And not having to run up to drop frost traps for Saurfang's blood beasts...
Camouflage won't, unfortunately, be quite as awesome as Aimed Shot+Shadowmeld was in Vanilla, but since it will provide immunity to ranged attacks, we can be over on one side, dropping our traps safely, and the mage or pole-dancing dot/hot Disc priest that won't die will have to actually come over and, you know, hit us to break it... setting off our carefully laid traps, muhaha.
Focus
We've known about this for a while. From what the preview said, focus will regen slower than a rogue's energy, but Steady Shot, Haste, Rapid Recuperation, and other things will help us regen faster.
I'm looking forward to this change, even though it means I'll need to relearn what I'm doing. My rotation macro will be completely dead, and to some extent it will be more like playing my rogue, but at range, without finishers or combo points or any of that to worry about. No, it'll be more along the lines of hitting Chimera, Aimed, Arcane whenever they're available, keeping my stings up, and hitting Steady/Cobra in between. Not really much different, but almost certainly not cast-sequence macroable. I've got 3 hunters to level and learn on, though. I may see if I can train myself to keyboard exclusively without the mouse in combat so I can keep using wasd...
Other changes
Ammunition is going away, and quivers become large hunter-only bags! (Note to self: make a large quiver for each hunter before change just in case. Since Iceblade Arrows are Gnomish Engineering-made only, I've actually been considering going back to a quiver. Just so I don't have to bug my husband for ammo as often. I'm not too keen about the idea of going back to a 4-slots open normal bag crunch, though.
Stables being expanded with limited active pets is nice - I have pets I don't want to ditch, but probably won't use much, or would use in rotation. (Bored with the cat for a while? Switch to the hyena.) That cat was leveled up the old way from 8-70 at 70, damn it. I don't want to get rid of him. Since they're making more pets have varying utility skills, this is especially nice. No lock in the raid? Bring your wind serpent. No kitty druid? Bring your hyena, and your Hunger-for-Blood Assassination rogue will love you.
Hunters starting with pets I think will lead to less confusion for people picking up the class who aren't long-time or intuitive gamers. I didn't start sending my pet in to tank for me until I was in the 50s - I'd shoot something and let the pet pull it off me before that.
Alas, poor Mongoose Bite, we knew you.
The Mastery bonuses all seem pretty straightforward, although the mechanics of "Double Shot" aren't really laid out. Whether it will act like Lightning Overload, or like a Black Mage's "Double Cast," we don't know yet. I kind of doubt the former, actually, given that we already have Wild Quiver (unless that's going away), but if it just randomly procs a "next shot is free, causes 50%, and does not trigger the global cooldown" buff, kind of like Surge of Light, it could be neat.
Anywho, stuff:
The new abilities: Cobra Shot, Trap Launcher, and Camouflage.
The first is supposed to act as a nature-damage version of Steady Shot, which says to me that, basically, Armor Penetration (besides going away on gear) is definitely not going to be like it has been in Wrath. Instead of stacking a stat and dropping non-physical shots for heavily armored targets, we'll instead have something in our arsenal to deal with it. (I wonder how it will work in PVP versus plate wearers.)
Trap Launcher just makes me squee because I want to throw snakes at people. Actually, the idea of traps being less situational and more useful from a distance (you know, add pack over there just aggroed on your mage) is awesome all around. And not having to run up to drop frost traps for Saurfang's blood beasts...
Camouflage won't, unfortunately, be quite as awesome as Aimed Shot+Shadowmeld was in Vanilla, but since it will provide immunity to ranged attacks, we can be over on one side, dropping our traps safely, and the mage or pole-dancing dot/hot Disc priest that won't die will have to actually come over and, you know, hit us to break it... setting off our carefully laid traps, muhaha.
Focus
We've known about this for a while. From what the preview said, focus will regen slower than a rogue's energy, but Steady Shot, Haste, Rapid Recuperation, and other things will help us regen faster.
I'm looking forward to this change, even though it means I'll need to relearn what I'm doing. My rotation macro will be completely dead, and to some extent it will be more like playing my rogue, but at range, without finishers or combo points or any of that to worry about. No, it'll be more along the lines of hitting Chimera, Aimed, Arcane whenever they're available, keeping my stings up, and hitting Steady/Cobra in between. Not really much different, but almost certainly not cast-sequence macroable. I've got 3 hunters to level and learn on, though. I may see if I can train myself to keyboard exclusively without the mouse in combat so I can keep using wasd...
Other changes
Ammunition is going away, and quivers become large hunter-only bags! (Note to self: make a large quiver for each hunter before change just in case. Since Iceblade Arrows are Gnomish Engineering-made only, I've actually been considering going back to a quiver. Just so I don't have to bug my husband for ammo as often. I'm not too keen about the idea of going back to a 4-slots open normal bag crunch, though.
Stables being expanded with limited active pets is nice - I have pets I don't want to ditch, but probably won't use much, or would use in rotation. (Bored with the cat for a while? Switch to the hyena.) That cat was leveled up the old way from 8-70 at 70, damn it. I don't want to get rid of him. Since they're making more pets have varying utility skills, this is especially nice. No lock in the raid? Bring your wind serpent. No kitty druid? Bring your hyena, and your Hunger-for-Blood Assassination rogue will love you.
Hunters starting with pets I think will lead to less confusion for people picking up the class who aren't long-time or intuitive gamers. I didn't start sending my pet in to tank for me until I was in the 50s - I'd shoot something and let the pet pull it off me before that.
Alas, poor Mongoose Bite, we knew you.
The Mastery bonuses all seem pretty straightforward, although the mechanics of "Double Shot" aren't really laid out. Whether it will act like Lightning Overload, or like a Black Mage's "Double Cast," we don't know yet. I kind of doubt the former, actually, given that we already have Wild Quiver (unless that's going away), but if it just randomly procs a "next shot is free, causes 50%, and does not trigger the global cooldown" buff, kind of like Surge of Light, it could be neat.
3/25/10
Ready to Raid? Maybe, Maybe Not
I'm not particulary familiar with either Beast Mastery or Survival; I dabbled in them for a few levels at a time here and there (mostly on my Elves), but I drift back towards Marksman pretty quickly. (I like big numbers, I guess. Chimera Shot is critting in five digits now, and it's hard to back away from that.) Despite that, though, I've read enough that I think I can exposit on some general information for more than just my favorite tree.
The question, of course, is, "Am I ready for Icecrown Citadel (10/25)?"
Your raw output will probably give you the best idea, based on the guidelines of the raids you run with. Websites abound which will tell you what your gear has you ready for. The one I look at most often nowadays is WoW Heroes; it gives a good breakdown of where your gear lands you in terms of where you're likely to be successful.
How well you're doing versus how well your toon can do are different matters. If you don't have a DPS meter, both Recount and Skada are pretty accurate. Recount has pie charts that I'm partial to, but Skada is more modular and lightweight, so you may prefer one or the other. If you're not familiar with Elitist Jerks or have no idea how to use Excel, Zeherah's Hunter DPS Analyzer takes Shandara's hunter spreadsheet and puts it into a web form - import yourself, check the rotations for shots you do/don't use, and hit Update DPS without buffs to see what your baseline, unbuffed DPS maximum potential is. Then, while unbuffed, take yourself and your pet over to one of the boss level Target Dummies, reset your DPS meter, and go at it for at least 5 minutes. (Hunter's Mark having a 5-minute duration is a good way to guesstimate your timer if you don't have another convenient way to measure.) To cleanly end the test, if you have Serpent Sting up, put up Scorpid Sting, pull your pet back, and Feign as quickly as you can in succession. Otherwise Serpent Sting will keep ticking and lower your meter's reading.
Compare your target dummy meter with your theoretical number from Zeherah's analyzer, and you'll have a good idea of your stand-still numbers; you can extrapolate it upwards by figuring what percentage of your maximum you're hitting (I hover around 90% on target dummy tests), then go to Zeherah's analyzer and enable best raid buffs and debuffs, take the percentage you're pushing, and you can guesstimate your ideal 25-man stand-still output.
You don't normally get to see these numbers on bosses, though sometimes things like the Icebound Wards will approach them, or, if you get your movement down cleanly, you'll get close on Festergut. They will tell you if there's something seriously wrong with your execution, however. And if your raid leaders tell you they want to see 5k minimum, and your analysis on Zeherah's says your toon's maximum output is 4k with raid buffs, no matter how good you are, you've got some work to do.
So, what can you do to bring your numbers up?
The first, and fastest, thing is to look at your talents. Other people have done the legwork, and there's a lot of information out there. The summary is basically that, at the highest gear levels, the top tree is Marksman, then Survival, then Beast Mastery for raiding output. All the trees can meet the minimum enrage timer thresholds for fights like Festergut, but, especially if you want to raid as Beast Mastery, you need to know what you're doing. If your execution isn't as tight, you'll probably want to try each spec and see which one meshes best with your capabilities. Don't just toss points wherever; respecing is expensive. Poke around the various hunter blogs (I link a whole bunch over to the right) and Elitist Jerks and see what good options are for the tree you're using. (For example, some distribution of 7/57/7 is the most common Marksman raiding spec, but going through Aspect Mastery in BM or including Hawkeye in Survival isn't uncommon or wrong.)
If there are talents you absolutely love but which don't help you with raiding, consider dual-specing to have the talents you enjoy most on your own time in one spec and the talents that make you most productive in a raid in the other.
How are your glyphs? Some glyphs that are great for soloing aren't so hot for raiding, and if you're going to stick with one spec rather than dual spec, you might want to invest in a stock to swap back and forth.
Are you pushing the right buttons? Rotation is one of the hardest things to fix if you've been playing a long time; if you've got some bad habits ingrained, it might take a while to break yourself out of them. Unlike some people, I don't consider being a clicker to be a bad habit, but if that turns out to be the core of your problems, unfortunately I don't have a recommended way to break out of the habit (at least for a ranged toon). Kill Shot at 20% and below is important; Kill Shot has edged me over someone I was competing with on meters because when it crits, it's sweet, and it's end-of-fight burst not everyone can match.
How's your hit rating? You want 8%, which is ~263 hit rating without talents; if you put points in Focused Aim it can be as low as ~164 hit rating. This is the only stat that has a hard and fast cap number that you really have to worry about hitting - everything else is either capless or isn't worth going to the trouble of capping unless you're in a top end raiding guild (in which case I really hope you don't need to be reading my guide).
Are you gemming and enchanting right for your spec and gear level? Different specs use different gems, and at different gear levels, some gems are better than others. Meta gem requirements need to be met, as well. Nightmare Tears are always good options for turning on a meta if you're gemming straight through with your best gem stat. Your meta gem is probably going to be a Relentless Earthsiege Diamond, but if for some reason it's not, it's probably a Chaotic Skyflare Dimaond. If your hit rating is low or you don't want to invest talent points in Focused Aim, a few pure hit rating gems may be required. If you need to for socket bonus or your meta gem, pair it with Agility (Marksman or Survival), Attack Power (Beast Mastery), Stamina (Beast Mastery or Survival), or mp5 (Marksman).
What's your ammunition? If you're still using vendor-sold ammunition, see if you can't find an engineer willing to become your supplier of higher-end ammunition.
Do you die too often? No matter how theoretically awesome your toon is, dead DPS is 0 DPS. Are you pulling aggro? Get a threat meter or turn on the in-game threat warnings. Omen is the tried-and-true in threat meters, and Skada can act as one, as well. Get the Feign Death minor glyph. (And, you know, use Feign. A lot.) Other than persistant damage (damage that hits the whole raid no matter what, or things like Saurfang's Boiling Blood), DPS shouldn't be taking damage. Yes, when you get a slime on Rotface, you'll take some damage, and your healers should keep you up long enough to merge the slime and get back to DPSing. But taking damage from standing in the slime pools would be your fault. Damage from standing in fires (fiery, poisony, or otherwise) is your own fault, and don't blame your healers if you die from it. If you're not seeing damaging effects, check your graphics settings. Turn down what you can live without if you need to for system performance issues, and make sure projected textures is turned on. Make sure you have Deadly Boss Mods or a similar addon to tell you about damaging effects as they get close. (For example, DBM will tell you when Putricide is throwing Maleable Goo at or near you.)
If you're doing everything else right but just have low ilevel gear, you'll need to invest some time running Heroics and older raids, and then spending badges. Trial of the Crusader runs aren't uncommon still - the raid is trashless and a good run can take less than an hour. If your guild or raid group isn't hitting it still, a PUG on your server probably is. Weekly raids, either in-guild or PUGs, will land you bonus badges and sometimes shots at gear you may need. Onyxia can be a fast, fun run with good gear (particularly a helm and guns). Even if you don't PVP, the Vault of Archavon in Wintergrasp drops tier gear.
If you're not sure what gear to go for, hit up some of the hunter blogs linked to the right, or WoW.com, and look for the various hunter gear lists. Or, do what I do, and go to WoWhead, pull up the Item->Armor->Mail->Slot I'm looking to upgrade and filter by stuff with Attack Power. Then I sort by ilevel, find what I've got, and see what's available that's better that is reasonably attainable.
And when you get to a raid, remember:
The question, of course, is, "Am I ready for Icecrown Citadel (10/25)?"
Your raw output will probably give you the best idea, based on the guidelines of the raids you run with. Websites abound which will tell you what your gear has you ready for. The one I look at most often nowadays is WoW Heroes; it gives a good breakdown of where your gear lands you in terms of where you're likely to be successful.
How well you're doing versus how well your toon can do are different matters. If you don't have a DPS meter, both Recount and Skada are pretty accurate. Recount has pie charts that I'm partial to, but Skada is more modular and lightweight, so you may prefer one or the other. If you're not familiar with Elitist Jerks or have no idea how to use Excel, Zeherah's Hunter DPS Analyzer takes Shandara's hunter spreadsheet and puts it into a web form - import yourself, check the rotations for shots you do/don't use, and hit Update DPS without buffs to see what your baseline, unbuffed DPS maximum potential is. Then, while unbuffed, take yourself and your pet over to one of the boss level Target Dummies, reset your DPS meter, and go at it for at least 5 minutes. (Hunter's Mark having a 5-minute duration is a good way to guesstimate your timer if you don't have another convenient way to measure.) To cleanly end the test, if you have Serpent Sting up, put up Scorpid Sting, pull your pet back, and Feign as quickly as you can in succession. Otherwise Serpent Sting will keep ticking and lower your meter's reading.
Compare your target dummy meter with your theoretical number from Zeherah's analyzer, and you'll have a good idea of your stand-still numbers; you can extrapolate it upwards by figuring what percentage of your maximum you're hitting (I hover around 90% on target dummy tests), then go to Zeherah's analyzer and enable best raid buffs and debuffs, take the percentage you're pushing, and you can guesstimate your ideal 25-man stand-still output.
You don't normally get to see these numbers on bosses, though sometimes things like the Icebound Wards will approach them, or, if you get your movement down cleanly, you'll get close on Festergut. They will tell you if there's something seriously wrong with your execution, however. And if your raid leaders tell you they want to see 5k minimum, and your analysis on Zeherah's says your toon's maximum output is 4k with raid buffs, no matter how good you are, you've got some work to do.
So, what can you do to bring your numbers up?
The first, and fastest, thing is to look at your talents. Other people have done the legwork, and there's a lot of information out there. The summary is basically that, at the highest gear levels, the top tree is Marksman, then Survival, then Beast Mastery for raiding output. All the trees can meet the minimum enrage timer thresholds for fights like Festergut, but, especially if you want to raid as Beast Mastery, you need to know what you're doing. If your execution isn't as tight, you'll probably want to try each spec and see which one meshes best with your capabilities. Don't just toss points wherever; respecing is expensive. Poke around the various hunter blogs (I link a whole bunch over to the right) and Elitist Jerks and see what good options are for the tree you're using. (For example, some distribution of 7/57/7 is the most common Marksman raiding spec, but going through Aspect Mastery in BM or including Hawkeye in Survival isn't uncommon or wrong.)
If there are talents you absolutely love but which don't help you with raiding, consider dual-specing to have the talents you enjoy most on your own time in one spec and the talents that make you most productive in a raid in the other.
How are your glyphs? Some glyphs that are great for soloing aren't so hot for raiding, and if you're going to stick with one spec rather than dual spec, you might want to invest in a stock to swap back and forth.
- Marksman will probably want Serpent Sting and two of Steady Shot, the Hawk, Kill Shot, or Chimera Shot.
- Beast Mastery will want some combination of Serpent Sting, Steady Shot, the Hawk, Kill Shot, and Bestial Wrath.
- Survival will probably want Explosive Shot and two of the Hawk, Kill Shot, Steady Shot, or Serpent Sting.
Are you pushing the right buttons? Rotation is one of the hardest things to fix if you've been playing a long time; if you've got some bad habits ingrained, it might take a while to break yourself out of them. Unlike some people, I don't consider being a clicker to be a bad habit, but if that turns out to be the core of your problems, unfortunately I don't have a recommended way to break out of the habit (at least for a ranged toon). Kill Shot at 20% and below is important; Kill Shot has edged me over someone I was competing with on meters because when it crits, it's sweet, and it's end-of-fight burst not everyone can match.
- Marksman will, at the beginning of a fight, put up Hunter's Mark and Serpent Sting, pop Rapid Fire, hit Chimera, Aimed, possibly Arcane, and Steady Shot until Rapid Fire wears off, hit Readiness, pop Rapid Fire again, and then fall into the Chimera, Aimed, possibly Arcane, Steady x3 or x4 rotation until Rapid Fire and Readiness are off cooldown. I say possibly Arcane because after you get about 500 Armor Penetration (ArP), you want to drop Arcane from your rotation (and talents), because you'll get a better return from physical damage at that point (Steady Shot, Piercing Shots).
- Beast Mastery starts out with Hunter's Mark and Serpent Sting, then falls into an Aimed, Arcane, Steady rotation; remember to refresh Serpent Sting as needed. I don't know enough about Beast Mastery to tell you when the ideal Bestial Wrath usage is, but if you're set on raiding as BM, one of the hunter blogs over to the right should have information. At some level of ArP, Beast Mastery will also drop Arcane from the rotation.
- Survival will put up Hunter's Mark and Serpent Sting to start, then go through Explosive, Black Arrow, Aimed (or Multi depending on spec), Steady, refreshing Serpent Sting as needed and taking advantage of Lock and Load procs whenever possible. Arcane isn't even on Survival's radar.
How's your hit rating? You want 8%, which is ~263 hit rating without talents; if you put points in Focused Aim it can be as low as ~164 hit rating. This is the only stat that has a hard and fast cap number that you really have to worry about hitting - everything else is either capless or isn't worth going to the trouble of capping unless you're in a top end raiding guild (in which case I really hope you don't need to be reading my guide).
Are you gemming and enchanting right for your spec and gear level? Different specs use different gems, and at different gear levels, some gems are better than others. Meta gem requirements need to be met, as well. Nightmare Tears are always good options for turning on a meta if you're gemming straight through with your best gem stat. Your meta gem is probably going to be a Relentless Earthsiege Diamond, but if for some reason it's not, it's probably a Chaotic Skyflare Dimaond. If your hit rating is low or you don't want to invest talent points in Focused Aim, a few pure hit rating gems may be required. If you need to for socket bonus or your meta gem, pair it with Agility (Marksman or Survival), Attack Power (Beast Mastery), Stamina (Beast Mastery or Survival), or mp5 (Marksman).
- Marksman hunters want to gem for Agility until they hit about 800 passive ArP on gear. After about 800 ArP, gemming for ArP will give better returns than Agility. If you want to flesh out your socket bonuses (I'm a little compulsive like that, too), pair Agility with Crit or Hit (depending on your needs) for yellow sockets or mp5 (yes, mp5) for blue sockets.
- Beast Mastery hunters generally gem for Attack Power, but they can start gemming for ArP at a much lower threshold than Marksman. Crit, Hit, and probably Stamina (more pet health) are good secondary parts for orange and purple gems for socket bonuses.
- Survival is similar to pre-ArP Marksman, except that Stamina being a DPS gain for Survival means they will want that instead of mp5 on any purple gems they need. Agility stays good for Survival since they will never switch to ArP.
What's your ammunition? If you're still using vendor-sold ammunition, see if you can't find an engineer willing to become your supplier of higher-end ammunition.
Do you die too often? No matter how theoretically awesome your toon is, dead DPS is 0 DPS. Are you pulling aggro? Get a threat meter or turn on the in-game threat warnings. Omen is the tried-and-true in threat meters, and Skada can act as one, as well. Get the Feign Death minor glyph. (And, you know, use Feign. A lot.) Other than persistant damage (damage that hits the whole raid no matter what, or things like Saurfang's Boiling Blood), DPS shouldn't be taking damage. Yes, when you get a slime on Rotface, you'll take some damage, and your healers should keep you up long enough to merge the slime and get back to DPSing. But taking damage from standing in the slime pools would be your fault. Damage from standing in fires (fiery, poisony, or otherwise) is your own fault, and don't blame your healers if you die from it. If you're not seeing damaging effects, check your graphics settings. Turn down what you can live without if you need to for system performance issues, and make sure projected textures is turned on. Make sure you have Deadly Boss Mods or a similar addon to tell you about damaging effects as they get close. (For example, DBM will tell you when Putricide is throwing Maleable Goo at or near you.)
If you're doing everything else right but just have low ilevel gear, you'll need to invest some time running Heroics and older raids, and then spending badges. Trial of the Crusader runs aren't uncommon still - the raid is trashless and a good run can take less than an hour. If your guild or raid group isn't hitting it still, a PUG on your server probably is. Weekly raids, either in-guild or PUGs, will land you bonus badges and sometimes shots at gear you may need. Onyxia can be a fast, fun run with good gear (particularly a helm and guns). Even if you don't PVP, the Vault of Archavon in Wintergrasp drops tier gear.
If you're not sure what gear to go for, hit up some of the hunter blogs linked to the right, or WoW.com, and look for the various hunter gear lists. Or, do what I do, and go to WoWhead, pull up the Item->Armor->Mail->Slot I'm looking to upgrade and filter by stuff with Attack Power. Then I sort by ilevel, find what I've got, and see what's available that's better that is reasonably attainable.
And when you get to a raid, remember:
5/27/09
3.1.3 Hunter Notes
The first 3.1.3 patch notes are floating around out there, and the two hunter items are both nice for Marksman:
- Hunter's Mark: The ranged attack power bonus from this ability has been increased from 300 to 500.
- Master Marksman: This talent now also decreases the cost of Aimed Shot and Chimera Shot by 5/10/15/20/25%.
5/14/09
Marksman 1-80 (Part 3: Stats)
I'm going to talk about gear next, so first I should probably talk about stats.
Stats
Hunters all generally look for the same stats: Agility (Agi), Intelligence (Int), Stamina (Sta), Attack Power (AP), Critical Strike Rating (crit), Hit Rating (hit), Haste, and Armor Penetration (not worth abbreviating). For PVE, a Marksman hunter looks for them in basically this order:
You don't need to worry about Strength or Spirit. If you see gear with Str and Agi on it, it's really meant for a melee DPS class. It's not terrible for you if it's the best you can get at the time, but you'll want to be looking for a way to upgrade to more useful stats. Spirit isn't common enough on hunter gear to be worth stacking, and our out-of-combat mana regen is terrible enough that it's just never going to be feasible to improve through Spi. You can also ignore Spellpower entirely, in all its flavors; it's not going to do anything for us. Spell penetration is similarly pointless (although it may still interact with some trap mechanics, that will eventually be fixed).
Stats
Hunters all generally look for the same stats: Agility (Agi), Intelligence (Int), Stamina (Sta), Attack Power (AP), Critical Strike Rating (crit), Hit Rating (hit), Haste, and Armor Penetration (not worth abbreviating). For PVE, a Marksman hunter looks for them in basically this order:
- Hit rating, until you reach 8%; this is about 165 hit rating with 3 points in Focused Aim at 80. This can mostly be ignored till you get past 70, at which point you'll want to start watching more for gear with hit rating. Leveling gear has pretty much none.
- Attack Power, but make sure you watch AP contribution from all sources when comparing gear. You get 1 point of AP per point of Agi (this was nerfed down from 2:1 I think in the 2.0 patch; it was towards the end of Vanilla WoW one way or anther); you should also be getting 1 point of AP per point of Int. If you're looking for a net gain in AP when you switch gear, make sure you calculate for the Agi and Int, as well. Sometimes prioritizing for AP means using pieces with less straight AP and more Agi and Int, because the overall AP gain is larger. Valuing pure AP over Agility is mostly true for gems and enchants; in straight up determination of gear, you'll want to take your crit rating into consideration.
- Agility, since it contributes both AP and crit. While leveling, you may want to value Agi over AP for it's crit contribution.
- Critical Strike Rating, since a Marksman hunter is a crit junkie. You should be getting 10% from talents by the time you get towards the end of the tree, so you're going to want to aim for a minimum of 30% on your character sheet at 80. You'll have more like 12% at around level 50.
- Intelligence, since it contributes AP and mana. You will always be a mana-reliant spec as a Marksman, so don't neglect it. (I used to enchant for it when BM was the favored spec and Int was scarce on hunter gear.)
- Haste, since your goal is 1.5 second cast Steady Shots (they used to be, until they were tweaked to be 2 second casts). The "soft cap" - the point at which you get 1.5 second Steady Shots just from haste contribution from gear - is 522 or 523, however you want to interpret the math. You're probably not going to see haste from gear until you get to Northrend, which is okay - you're probably going to be moving enough that you won't get the full benefit from it until you're doing dungeons regularly. Besides, 5 points in Improved Aspect of the Hawk with the Hawk glyph will more than haste cap you when it procs. Any extra haste just means extra Auto Shots (which is nothing to sneeze at - they add up); hunters' global cooldown can't be shortened from 1.5 seconds.
- Stamina, since it helps keep you and your pet alive. It's not something to ignore, but not something to stack for over things that make you hit harder or faster or more often.
- Armor Penetration, since hunter damage is mitigated so much by armor, isn't something to ignore; it's also not terribly common until you get to Northrend, and not worth stacking in the place of AP/Agi/Int/crit. If you're at the haste cap, you probably would benefit from picking up some armor penetration.
You don't need to worry about Strength or Spirit. If you see gear with Str and Agi on it, it's really meant for a melee DPS class. It's not terrible for you if it's the best you can get at the time, but you'll want to be looking for a way to upgrade to more useful stats. Spirit isn't common enough on hunter gear to be worth stacking, and our out-of-combat mana regen is terrible enough that it's just never going to be feasible to improve through Spi. You can also ignore Spellpower entirely, in all its flavors; it's not going to do anything for us. Spell penetration is similarly pointless (although it may still interact with some trap mechanics, that will eventually be fixed).
Marksman 1-80 (Part 2: Detailed Marksman Talent Notes)
Continuing the Marksman 1-80 information... This time I'm going to go through the Marksman tree's talent options.
Detailed Talent Notes
Improved Concussive Shot: Dazing talents can be nice while soloing (easier kiting), but when they took the stun proc off Improved Concussive Shot, I dropped the points from the talent. The stun was its entire appeal to me. But if you don't like some of the talents I've taken, they're not terrible choices for leveling.
Focused Aim: Although you might not pick it up right away, this is worth getting especially after you pick up Steady Shot at level 50. While soloing, you're more likely to have something jabbing at you while you're trying to cast it. The 3% hit rating is good as well, especially at higher levels when you're trying to get hit capped.
Lethal Shots: 5% crit is a must. Your first talent points will probably going here.
Careful Aim: Another talent you'll want eventually (your intelligence will be a solid AP boost), even if you don't get it right away.
Improved Hunter's Mark: Depending how much you like Hunter's Mark, this will buff it and make it cost nothing. There are better places to put your talents.
Mortal Shots: Increased crit damage is good. You need this to get Aimed Shot. Marksman hunters are big on crit.
Go for the Throat: This talent will keep your pet growling (or boost its DPS), dependent partly on your crit rating for usefulness. You'll want it for soloing to help keep stuff off you and on your pet.
Improved Arcane Shot: This is a talent you'll want to pick up at some point for the DPS boost. Arcane will be part of your rotation.
Aimed Shot: A must in the Marksman world. A mortal strike debuff for PVP, an instant, still somewhat hard-hitting shot. (Admittedly, it crits at 80 for about what it did at 70 when it was still a 3-second cast. Our burst is gone, but you still want the shot.)
Rapid Killing: This talent is useful for leveling in the next-shot damage boost you get from killing something. It's useful at the higher levels for the 3-minute cooldown on Rapid Fire.
Improved Stings: Something you'll want eventually - increased Serpent damage is increased Chimera damage.
Efficiency: Efficiency is a much debated talent - soloing, you'll want it. If you end up raiding at higher levels with persistent replenishment buffs, you can probably drop it. (I still have it in my raiding spec.)
Concussive Barrage: See Improved Concussive Shot. Not bad for PVP, not bad for kiting. You can't daze much of anything in a raid environment, so it's pretty useless there.
Readiness: This used to be a Survival talent; when they took Scatter Shot from us, this is what we got instead. It is awesome. This is a spare trap, back-to-back Rapid Fires, double Kill Shots, an emergency Feign, or whatever else you suddenly find yourself needing that's on cooldown. Plus, you want Trueshot Aura, right?
Barrage: This is another much debated talent, along with its followup. Its usefulness is partially going to be determined by whether or not you're using Aimed Shot in your rotation. (You should be.)
Combat Experience: A nice, solid talent. The extra Agility and Int are always nice. If I ever freed up any points in either of my specs, this is where they would go.
Ranged Weapon Specialization: 5% more damage is 5% more damage.
Piercing Shots: The bleed is a nice damage boost, and it'll keep rogues from restealthing. ;) (It's not a magic effect - it can't be Cloaked.)
Trueshot Aura: 10% AP boost is great. Death Knights and Enhancement Shamans can proc an equivalent buff, but this is persistent, and always useful.
Improved Barrage: Like its prerequisite, a debated talent. I love it for the uninterruptible Volley, and the crit boost is solid.
Master Marksman: This used to be an AP buff; now it's 5% crit and cheaper Steady Shots. Go for it.
Rapid Recuperation: A good leveling talent in conjunction with Rapid Killing, and nice for raiding because of its Rapid Fire component. I like it.
Wild Quiver: This is a nice damage boost - nature damage, to boot, so I believe it's not affected by armor as much.
Silencing Shot: Nice for soloing and PVP, and since it's off the global cooldown, you can use it as an extra damage pop in raiding, too. Also nice for instances and such where you have a caster you want to pull closer.
Improved Steady Shot: Not a bad talent, although you'll get more of a DPS boost out of Wild Quiver. Better for raiding than soloing, where you'll be in combat long enough to both get and use the proc.
Marked for Death: A good DPS boost if you remember to use Hunter's Mark. If you don't get it for a soloing spec, you'll want it for a raiding spec.
Chimera Shot: This will be your hardest hitting shot when you get it (besides Kill Shot). This is why you want to buff Serpent Sting as much as possible - the Serpent proc will easily keep this shot doing 5-8k on crits at 80.
Detailed Talent Notes
Improved Concussive Shot: Dazing talents can be nice while soloing (easier kiting), but when they took the stun proc off Improved Concussive Shot, I dropped the points from the talent. The stun was its entire appeal to me. But if you don't like some of the talents I've taken, they're not terrible choices for leveling.
Focused Aim: Although you might not pick it up right away, this is worth getting especially after you pick up Steady Shot at level 50. While soloing, you're more likely to have something jabbing at you while you're trying to cast it. The 3% hit rating is good as well, especially at higher levels when you're trying to get hit capped.
Lethal Shots: 5% crit is a must. Your first talent points will probably going here.
Careful Aim: Another talent you'll want eventually (your intelligence will be a solid AP boost), even if you don't get it right away.
Improved Hunter's Mark: Depending how much you like Hunter's Mark, this will buff it and make it cost nothing. There are better places to put your talents.
Mortal Shots: Increased crit damage is good. You need this to get Aimed Shot. Marksman hunters are big on crit.
Go for the Throat: This talent will keep your pet growling (or boost its DPS), dependent partly on your crit rating for usefulness. You'll want it for soloing to help keep stuff off you and on your pet.
Improved Arcane Shot: This is a talent you'll want to pick up at some point for the DPS boost. Arcane will be part of your rotation.
Aimed Shot: A must in the Marksman world. A mortal strike debuff for PVP, an instant, still somewhat hard-hitting shot. (Admittedly, it crits at 80 for about what it did at 70 when it was still a 3-second cast. Our burst is gone, but you still want the shot.)
Rapid Killing: This talent is useful for leveling in the next-shot damage boost you get from killing something. It's useful at the higher levels for the 3-minute cooldown on Rapid Fire.
Improved Stings: Something you'll want eventually - increased Serpent damage is increased Chimera damage.
Efficiency: Efficiency is a much debated talent - soloing, you'll want it. If you end up raiding at higher levels with persistent replenishment buffs, you can probably drop it. (I still have it in my raiding spec.)
Concussive Barrage: See Improved Concussive Shot. Not bad for PVP, not bad for kiting. You can't daze much of anything in a raid environment, so it's pretty useless there.
Readiness: This used to be a Survival talent; when they took Scatter Shot from us, this is what we got instead. It is awesome. This is a spare trap, back-to-back Rapid Fires, double Kill Shots, an emergency Feign, or whatever else you suddenly find yourself needing that's on cooldown. Plus, you want Trueshot Aura, right?
Barrage: This is another much debated talent, along with its followup. Its usefulness is partially going to be determined by whether or not you're using Aimed Shot in your rotation. (You should be.)
Combat Experience: A nice, solid talent. The extra Agility and Int are always nice. If I ever freed up any points in either of my specs, this is where they would go.
Ranged Weapon Specialization: 5% more damage is 5% more damage.
Piercing Shots: The bleed is a nice damage boost, and it'll keep rogues from restealthing. ;) (It's not a magic effect - it can't be Cloaked.)
Trueshot Aura: 10% AP boost is great. Death Knights and Enhancement Shamans can proc an equivalent buff, but this is persistent, and always useful.
Improved Barrage: Like its prerequisite, a debated talent. I love it for the uninterruptible Volley, and the crit boost is solid.
Master Marksman: This used to be an AP buff; now it's 5% crit and cheaper Steady Shots. Go for it.
Rapid Recuperation: A good leveling talent in conjunction with Rapid Killing, and nice for raiding because of its Rapid Fire component. I like it.
Wild Quiver: This is a nice damage boost - nature damage, to boot, so I believe it's not affected by armor as much.
Silencing Shot: Nice for soloing and PVP, and since it's off the global cooldown, you can use it as an extra damage pop in raiding, too. Also nice for instances and such where you have a caster you want to pull closer.
Improved Steady Shot: Not a bad talent, although you'll get more of a DPS boost out of Wild Quiver. Better for raiding than soloing, where you'll be in combat long enough to both get and use the proc.
Marked for Death: A good DPS boost if you remember to use Hunter's Mark. If you don't get it for a soloing spec, you'll want it for a raiding spec.
Chimera Shot: This will be your hardest hitting shot when you get it (besides Kill Shot). This is why you want to buff Serpent Sting as much as possible - the Serpent proc will easily keep this shot doing 5-8k on crits at 80.
5/13/09
Marksman 1-80 (Part 1: General Talent Notes)
I'm going to do this in chunks, because I've been writing it out and it's getting long. This won't be so much of a leveling guide as a Marksman guide. Leveling is pretty general - go to zones where you can get quests and don't die immediately walking out of town, and kill mobs and do quests. Leveling as a Marksman in particular, on the other hand, means knowing what you want for talents, what your skills are useful for, and what kind of gear you should be using. So then:
Marksman 1-80
A lot of people level as Beast Mastery. It's easy - send in the pet, turn on Auto Shot, let the pet do all the work. Marksman doesn't have to be hard, though. Leveling as a Marksman hunter can help you develop some skills useful later in the game, since you can't always count on your pet or your tank to hold every mob in a pull (and sometimes you don't want them to, either). Kiting and chain trapping will always be more in the realm of Survival, just because they have talents built towards minimizing snares on the hunter and maximizing traps. These skills can, however, be learned and developed as a leveling Marksman hunter.
General Talent Notes
I run with two Marksman builds; one is geared towards a generalist playstyle - soloing, casual PVP, instances - and the other is focused on raid DPS output. The former is the one you'll want to look at for a leveling or soloing build - 7/53/11. You'd probably want to do Marksmanship talents first until around when you've got Improved Barrage filled out, then pick up probably the Survival talents to get Scatter Shot. (Or, if you're impatient, toss the 7 points into Beast Mastery for a faster pet revive.)
Soloing Spec (7/53/11)
Raiding Spec (2/62/7)
Survival talents: Scatter Shot is fantastic in solo and small group play - it's short term crowd control, which you can use either to extend locking down a mob until your trap cooldown is back up, or use it to get a mob off your healer or a clothie until you can either get it trapped, or your tank picks it back up, or you can hit it with enough damage to pull it off to kite it. It's also another spell interrupt, and lasts long enough for most of a fast pet revive. Improved Tracking (5% more damage against most mobs), Hawkeye (another 6 yards of range), and Survival Instincts (4% less damage taken and 4% more crit for Arcane and Steady Shot) are good ways to get there.
Beast Mastery talents: Improved Revive Pet is awesome. If you're mostly soloing and your pet doesn't hold aggro well (and after a while, it probably won't, if your gear keeps up), use Endurance Training (10% more pet health, 5% more health for you) to get it, instead of Improved Aspect of the Hawk (10% chance to proc a haste boost) - you'll probably be kiting too much while soloing to really take advantage of the haste proc.
Next up: A more detailed look at Marksman talents.
Marksman 1-80
A lot of people level as Beast Mastery. It's easy - send in the pet, turn on Auto Shot, let the pet do all the work. Marksman doesn't have to be hard, though. Leveling as a Marksman hunter can help you develop some skills useful later in the game, since you can't always count on your pet or your tank to hold every mob in a pull (and sometimes you don't want them to, either). Kiting and chain trapping will always be more in the realm of Survival, just because they have talents built towards minimizing snares on the hunter and maximizing traps. These skills can, however, be learned and developed as a leveling Marksman hunter.
General Talent Notes
I run with two Marksman builds; one is geared towards a generalist playstyle - soloing, casual PVP, instances - and the other is focused on raid DPS output. The former is the one you'll want to look at for a leveling or soloing build - 7/53/11. You'd probably want to do Marksmanship talents first until around when you've got Improved Barrage filled out, then pick up probably the Survival talents to get Scatter Shot. (Or, if you're impatient, toss the 7 points into Beast Mastery for a faster pet revive.)
Soloing Spec (7/53/11)
Raiding Spec (2/62/7)
Survival talents: Scatter Shot is fantastic in solo and small group play - it's short term crowd control, which you can use either to extend locking down a mob until your trap cooldown is back up, or use it to get a mob off your healer or a clothie until you can either get it trapped, or your tank picks it back up, or you can hit it with enough damage to pull it off to kite it. It's also another spell interrupt, and lasts long enough for most of a fast pet revive. Improved Tracking (5% more damage against most mobs), Hawkeye (another 6 yards of range), and Survival Instincts (4% less damage taken and 4% more crit for Arcane and Steady Shot) are good ways to get there.
Beast Mastery talents: Improved Revive Pet is awesome. If you're mostly soloing and your pet doesn't hold aggro well (and after a while, it probably won't, if your gear keeps up), use Endurance Training (10% more pet health, 5% more health for you) to get it, instead of Improved Aspect of the Hawk (10% chance to proc a haste boost) - you'll probably be kiting too much while soloing to really take advantage of the haste proc.
Next up: A more detailed look at Marksman talents.
4/21/09
Of spreadsheets
So, I downloaded the hunter spreadsheet off Elitist Jerks' forums this week. So far it's telling me that there was maybe 100 DPS difference between what I set up as my general use build and what I decided on for a raiding build. It's also telling me that the Chimera shot glyph really wasn't worth that 50g, because I'm probably going to switch it back to something else tonight. It also suggests that my gut instinct - to keep 2 points in Go For the Throat - was the right one - another change I'll take advantage of with the free reset tonight. I may even talk myself out of Hawkeye (one of the things I love dearly).
So... my raiding build may become even more optimized for raiding. Yay? Maybe it was worth the 1000g and the download...
It also suggests that the unbuffed DPS #'s I was seeing on the target dummy aren't totally off. Phew. Now I just need to learn to push buttons as well as Excel. >.<
So... my raiding build may become even more optimized for raiding. Yay? Maybe it was worth the 1000g and the download...
It also suggests that the unbuffed DPS #'s I was seeing on the target dummy aren't totally off. Phew. Now I just need to learn to push buttons as well as Excel. >.<
4/15/09
Post-3.1 Spec
Ok, I haven't dual-spec'd Dusk yet. I did the priest and the warrior, but I have less than 4k gold left, and for some reason that makes me uncomfortable. And being dual-MM spec'd - not just that, dual PVE MM spec'd - well, ok, I already know I'm crazy.
So, my general spec hasn't changed too much - I bumped a couple points around to pick up Piercing Shots, and so I'm now 7/53/11. Major glyphs - Hawk, Serpent Sting, Trueshot Aura. Minor glyphs - Mend Pet, Revive Pet, Feign Death.
The second spec will be more optimized for raiding - so, cutting out things like Scatter Shot, and actually analyzing my haste rating and seeing just how many points I actually need in Improved Aspect of the Hawk... and then shoving all the extra points into things like Marked for Death (once I find out if it works with other hunters' marks) or Ranged Weapon Specialization (a talent I used to have, before they added so much fun stuff in 3.0).
I didn't actually test this spec much of at all. No, I logged out Monday night parked in Feralas, in order to begin farming Sprite Darters as soon as the server went up. Which I did, sometime around 8:45ish EST. I was all alone there until about 9:50, when another Tauren hunter showed up. The egg dropped for him after about five minutes. >.< Mine dropped at 10:00 on the dot, which was coincidentally the time I had decided I was going to stop a half hour before, so that I could go do the cooking and fishing dailies and buy the three new Horde faction mounts.
Small pets: 73; Mounts: 77.
Tonight: Gnomeregan! (For Lil' Smokey.) And then, assuming I'm not invited for Ulduar (I don't anticipate being asked to come), I'll start on the Emerald Whelpling.
So, my general spec hasn't changed too much - I bumped a couple points around to pick up Piercing Shots, and so I'm now 7/53/11. Major glyphs - Hawk, Serpent Sting, Trueshot Aura. Minor glyphs - Mend Pet, Revive Pet, Feign Death.
The second spec will be more optimized for raiding - so, cutting out things like Scatter Shot, and actually analyzing my haste rating and seeing just how many points I actually need in Improved Aspect of the Hawk... and then shoving all the extra points into things like Marked for Death (once I find out if it works with other hunters' marks) or Ranged Weapon Specialization (a talent I used to have, before they added so much fun stuff in 3.0).
I didn't actually test this spec much of at all. No, I logged out Monday night parked in Feralas, in order to begin farming Sprite Darters as soon as the server went up. Which I did, sometime around 8:45ish EST. I was all alone there until about 9:50, when another Tauren hunter showed up. The egg dropped for him after about five minutes. >.< Mine dropped at 10:00 on the dot, which was coincidentally the time I had decided I was going to stop a half hour before, so that I could go do the cooking and fishing dailies and buy the three new Horde faction mounts.
Small pets: 73; Mounts: 77.
Tonight: Gnomeregan! (For Lil' Smokey.) And then, assuming I'm not invited for Ulduar (I don't anticipate being asked to come), I'll start on the Emerald Whelpling.
3/17/09
PTR musings
I haven't been on the 3.1 PTR at all. I haven't felt motivated this time, since the changes aren't as big as the 3.0 PTR (we're not getting two new tiers of talents, and whatnot).
The changes that have been put forth for hunters, though - not the ammo changes, or the pet changes, but the tweaks to the Marksman talents - they're going to require some spec and rotation tweaking.
Why? Daze, Chimera, and Steady Shot.
I'm using a Chimera, Aimed, Arcane, Steady x3 or x4 rotation. I'm looking at this spec. So I'm going to want to switch things up - probably Arcane, Aimed, Chimera, and then my Steady Shots, however many I can squeeze in with Haste. (Three or four.)
This hinges on the changes to Concussive Barrage - Chimera and Multi will have 100% daze chances. PVP change? Oh, no. This is to buff MM hunter's Steady Shot damage in PVE. (Okay, maybe not, but it's how I'm going to use it.) Add onto that the bleed from Piercing Shots which Aimed, Chimera, and Steady will add...
Yeah, bosses are immune to the daze. This rolls Concussive Shot's effect into Chimera and Multi, though - which means you have a multi-target daze. For non-boss situations, this is going to up Steady Shot damage, as well as give a hunter more kiting options.
Oh, right. Who still kites nowadays?
The changes that have been put forth for hunters, though - not the ammo changes, or the pet changes, but the tweaks to the Marksman talents - they're going to require some spec and rotation tweaking.
Why? Daze, Chimera, and Steady Shot.
I'm using a Chimera, Aimed, Arcane, Steady x3 or x4 rotation. I'm looking at this spec. So I'm going to want to switch things up - probably Arcane, Aimed, Chimera, and then my Steady Shots, however many I can squeeze in with Haste. (Three or four.)
This hinges on the changes to Concussive Barrage - Chimera and Multi will have 100% daze chances. PVP change? Oh, no. This is to buff MM hunter's Steady Shot damage in PVE. (Okay, maybe not, but it's how I'm going to use it.) Add onto that the bleed from Piercing Shots which Aimed, Chimera, and Steady will add...
Yeah, bosses are immune to the daze. This rolls Concussive Shot's effect into Chimera and Multi, though - which means you have a multi-target daze. For non-boss situations, this is going to up Steady Shot damage, as well as give a hunter more kiting options.
Oh, right. Who still kites nowadays?
Labels:
aimed shot,
chimera shot,
ptr,
steady shot,
talents
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