I might actually swap WF and UR (mainly because due to weapon damage and normalized instants, I think +10% AP = +10% DPS is overestimating except for feral druids--I could be wrong though), but you're absolutely right about melee groups being very buff dependent. My only real addition is to this comment:
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LotP: 5% melee crit is nice, but in the long run it's only about a 4% total increase in total DPS.
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True in general, but also adds to the uptime of on-crit abilities and procs, like Unleashed Rage, Flurry,
[Hourglass of the Unraveller], Expose Weakness (though I'm not sure why you'd have a SV hunter in a melee group unless it's a caster-heavy 10-man), etc. Most of the always-on-crit abilities will have nearly 100% uptime, but an extra 5% crit does a good job of reducing that small % of the time that they're not. Pedantic, I know, but occasionally worth considering.