Howitzer, Lactose, and I have all been much busier than we thought we would be when we took this effort on. Here is a write up about Pets I did, and hopefully I can get my other sections done quickly.
Pets in Raids
The only real purpose of a raid pet is DPS. You want to select and train a pet to maximize the damage it deals. There are 3 ways a pet deals damage - melee attacks, special attacks, and Kill Command. You also need to make sure you pet stays alive to continue DPSing as much as possible. Your pet is not a luxury, regardless of spec, but an integral part of your arsenal for dealing damage. If you obsess over which gems to socket, and what shot rotation to employ you should understand the logic behind the choices in picking a pet and training it.
Defense
The primary ways to help your pet survive raid encounters are through mitigating the damage it takes. Pets' native mitigation is exceedingly weak. They do not Parry, and have very low Dodge values. The primary ways to avoid damage are through the trainable Avoidance and Resistance abilities.
Avoidance rank 2 is a
must have trained ability. You pet will be hit by Cleaves, AE damages, and other unavoidable effects. Rank 2 of avoidance lowers all of this damage by 50%. In effect it doubles your pet's health and the effectiveness of your healing. It does no good if your pet is the focus of a target's attacks, but in a raid setting no non-tank can really survive more than a single hit from a mob - trash or Boss.
Each zone has typical magical damages. By maximizing your pet's resistance value against that damage type you get much more survivability than you would from Armor or extra Stamina. Below is a list of common raid zone damage types:
- Karazhan - Arcane/Shadow
- Serpentshrine Cavern - Frost/Nature
- The Eye - Arcane
- Mount Hyjal - Fire
- Black Temple - Shadow
Where possible mazimize the resistance before putting points into other defensive abilities. If you have available training points after Avoidance, Resists, and offensive abilities, drop extra points into the best Stamina available.
Offense
This is where choosing the correct pet family becomes important. Each family of pet has a native DPS multiplier, from -10% to +10%. For a raid pet you want something as close to the maximum as possible. The additional defensive stats of a "tanking" pet are worthless in a raid environment. Even a max-trained Turtle is going to be 2-3 shot by an SSC trash mob.
Some pet damage modifiers for common pets:
- Cat : +10%
- Raptor : +10%
- Ravager : +10%
- Bat : +7%
- Owl : +7%
- Wind Serpent : +7%
- Wolf : +0%
- Boar : -10%
Pets have a high miss rate. And only the Animal Handler talent (or Draeneai racial buff) can modify this. It is important for a BM Hunter to put 2/2 in Animal Handler to help compensate. Pet critical hit rates are also capped at 5% + Ferocity + group buffs. These limitations cap pet scaling at a rate far lower than any normal DPS class. But, because of the combination of speed talents and abilities pets have they scale very well with AP gains - both from the Hunter and buffs. (Blessing of Might is %-wise an incredible buff for pets.)
Most (75%+) of your pet's damage is going to come from Melee attacks. These attacks also scale with your Pet's Attack Power, which means they become increasingly important as you progress in content. I heavily recommend choosing a +7% or +10% DPS pet for this reason. The trainable ability Cobra Reflexes increases your pet's attack rate at a slight cost in damage. This results in a net increase, and is recommended for every raid pet, without exception. For BM pets with Frenzy and Feroicious Inspiration this is an even bigger benefit.
The next largest source of damage is typically from special attacks. These are trained abilities your pet activates based on cooldowns and available focus. The common ones are Bite, Claw, Gore, Lightning Breath, and Screech. These trained abilities have very little scaling in them, basically crit rate through buffs is the only thing that effects them. Lightning Breath is a notable exception, the damage generated from it scales slowly with character RAP (+40 RAP ~= 1 damage, pre-modified.) As you progress your character the variance between these abilities means less and less. When deciding what to train on your pet it is important to understand the following things:
- Cool down : How often can the pet execute the ability? For some (like Bite) there is a certain period of time the ability is unusable. There are also abilities known as "focus dumps" which can be spammed at 1.5s (the pet's global cool down) as long as there is sufficient focus for them. Typical focus dumps include Claw, Gore, Lightning Breath, and Screech.
- Damage per focus: At what rate does each ability turn the focus spent into damage? Some abilities (Bite) and more more effecient than others (Furious Howl).
- Mitigation: A few abilities (Lightning Breath) are not physical in nature, and can avoid armor values. They also may be resisted by the mob. Most of the physical abilities can be Dodged, Parried, Blocked or just missed.
Because of the high-return of Go For the Throat to pet Focus, a focus dump ability is a huge benefit.
The last source of Pet DPS comes from use of the Kill Command ability. For BM Hunters this is a very mana-efficient source of damage. It takes a little bit of attention to monitor when you can use it in relation to its cool down, but it can make up 10-15% of your pet's damage. Since it is based off of a melee attack it scales well with your pet's Attack Power. A well-played Hunter takes advantage of this threat-free damage whenever possible. If you are a non-BM Hunter in a mana-starved environment this should be the first ability ignored.
Putting all this information together the most common raiding pets are Ravagers, Cats, Raptors, and Wind Serpents. Wind Serpents would be #1 for most T5+ Hunters with the exception of some strange AI behavior where the pet attempts to fly back out to maximum Lightning Breath range to use the ability if the target is non-mobile (such as Lurker). This can be compensated for by having the Lightning Breath cast as part of a macro with special attacks by the Hunter, but that also removes it from being used any time the Hunter is not actively DPSing.
Pet Management
All pets do 25% more damage when Happy. It is critical to make sure you feed your pet before a Boss fight, even if it is already Happy. This ensures that the happiness level does not decay to Content during the encounter and cost you 25% of its DPS.
Even with Avoidance rank 2, there are environmental effects that your pet will not survive. Mend Pet, the 2-piece T5 set bonus, and considerate healers can all work to make sure your pet doesn't die, costing even non-BM Hunters a significant chunk of damage. Always watch what is going on around your pet, and call him to/from you as necessary to reposition around effects. You generally want your pet attacking from the rear of a mob to minimize Parries and to avoid Cleaves.
For BM Hunters having 2/2 in Improved Revive pet gets your pet raised in just 4 seconds. Pets on passive can be fed during a Feign Death to help reestablish a Happy mood. For BM Hunters this is generally worth the downtime from DPS if there is still more than 30 seconds of combat left. For non-BM Hunters it is usually not worth the time or mana to bring the pet back. In any case, the best strategy is to make sure your pet doesn't die.
From a theoretical point of view, the following order of pet DPS is generally seen:
1 . Wind Serpent - Highest potential damage due to a good focus dump in Lightning Breath. Requires much more mico-managing.
2 . Ravager - Gore makes this slightly better than the next 2 pets
3/4. Cat/Raptor - Identical in DPS potential
5. Owl - Screech isn't quite as good for damage, but the debuff can help the tank out.