Originally Posted by Isenn
Right now I want to get into a 2s or 3s team, and also improve in BGs & WG. I would appreciate any advice on whether this is a sound choice or if going with a MM based spec is better at this gear level.
Other questions I am still researching but will tack on here:
1. Does a heavy PvP set favor Survival or does it really not matter too much?
2. What would a typical MM PvP spec be? (most the ones I have found are outdated)
3. How much focus should be on aquiring PvP gear over PvE gear, should I shoot for specific resilience score then stop going for PvP gear?
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1. For arena-ing, the fact that Survival spec is able to draw slightly more AP from the amount of stam in PVP gear plays a very insignificant role in determining the PVP spec to choose. Personally, I prefer to play as MM over SV for season8, due to following factors :
- Just like in PVE, MM's damage and burst scales better with higher weapon DPS, while survival damage only depends on pure AP. That was why SV > MM during earlier seasons, where weapon DPS was still low. However, with the introduction of t2 relentless and now wrathful ranged weapons, and ilvl 251+ PVE ranged weapons, MM's damage just seems to scale better.
- CCs and defensive cooldowns. It's true that SV has 1 more extra CC in the form of Wyvern Sting. However, the tradeoff is losing Silencing Shot (which is basically a CC for casters and healers) and most importantly, Readiness. I found double scatter shots - deterrence - silencing shots - master's calls - freezing traps too appealing over a Wyvern Sting.
- It's true that SV has a potentially higher burst in the form of LnL. However, when playing as SV, I tend to "waste" the proc by having to spend the GCD for other stuff (defensive cooldowns, tranq-ing, flares, CCs and traps, etc) instead of doing 3 explosive shots in a row. This is more of a personal preference and playstyle though, so others might not find this is the case.
However, SV also has its own advantage, such as :
- Better mana efficiency (Replenishment). Personally, I found that MM with cunning pet (RoR), Rapid Recuperation, and Efficiency is enough to cover my mana. However, this might be different from person-to-person.
- Even lower CD on traps. Personally, as MM I only found this useful for freezing traps, because frost trap's duration last as long as its untalented CD anyway.
- Better performance against dispel-happy teams. Chimera Shot's burst went down significantly if SrS keeps getting dispelled, while SV doesn't have this problem.
- Wyvern Sting. Even though it's one of the clunkiest CC (one of the longest cooldown for a break-on-damage CC, DOT component when CC ends, cleansed with poison cleansing as opposed to magic dispelling, etc), it still has its uses, albeit very limited. Due to its long duration but also long CD, I used it as a way to force a trinket. Still useless if the opposing team has some sort of poison cleansing though.
2. I found that
Talent Calculator - World of Warcraft is a good base talent build for MM arena. Some possible variations for the remaining points :
- Putting points in Survivalist
- Putting more points in Improved Tracking. Be aware that the talent doesn't apply to Track Hidden though.
- Putting points in Imp. Arcane Shot. For more burst.
- Taking full Piercing Shot. Personally, I put only 1 point in it due to only using the bleed to mess up with rogues, and the fact that Piercing Shot's damage contribution is generally smaller against PVP-geared opponent due to resilience.
- Reducing points taken in Efficiency
3. For new arena players, it is generally advised to have a higher resilience amount than what top players run with. It allows for more lenience in managing survivability and offensive crowd-control (or when being focused), while honing up their skills. About 900-1000 resilience is generally advised for new players
High-level non-healer players however, tend to run with less resilience, basically running with just enough resilience to survive initial burst or a CC train. Hunters especially, are designed to survive using positioning, offensive CCs, avoidance, and especially defensive cooldowns (deterrence, disengage, master's call, etc) moreso than using stamina or high amount of resilience (which tends to work better with classes like priests and warlocks). These high-level players tend to run with as low as 700 resilience, depending largely on composition.
After getting more and more comfortable with arena-ing, it is generally a good idea to sub some PVP gears with PVE gears, while always keeping in mind to be hit-capped (164 rating for PVP). Among the PVP gears, cloak/ring/neck are the weakest pieces, due to lack of Agility, and as such they are usually the first to get replaced with similar-ilvl PVE items. For both MM/SV, unlike PVE where the most desirable "green stat" combo on an item is AP/crit/ArP, the most desirable "green stat" combo for an item to be used for PVP is AP/crit/hit, because :
- Hit is good because the PVP pieces that come wth AGi on it don't have hit.
- Crit is king in PVP, a lot moreso than PVE. Just like any other DPS class in PVP, burst damage > sustainable damage. A crit can determine whether an enemy is killed or not in PVP, while in PVE, crit is just another means to add to your sustainable over-time damage to a boss.
- ArP is quite lower on the scale, even as MM, because you don't do steady shots and autoshots, which scales with ArP, as often compared to PVE.
- Haste is a bad stat for hunters in PVE, but it is an even worse stat for PVP. Most of the time, there won't be many chances of standing still doing steady shots and autoshots in PVP, of which are the only hunter shots that are affected by haste.