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01/12/08, 1:46 PM
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#76
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Von Kaiser
Blood Elf Paladin
Alterac Mountains
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What are the best ways to maximize dps? Like what's the order. Is it Steady shot, auto shot, arcane shot, steady shot, autoshot multi shot or is it arcane and multi after a steady? I guess I'm asking about maximaizing dps maybe over a small period of time and getting the most out of auto shots. I played a hunter when we could kind of time around the old aimed shot but it seems didffferent now...steady is pretty fast too etc..
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01/12/08, 2:05 PM
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#77
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Von Kaiser
Night Elf Hunter
Grim Batol (EU)
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But why Owl? How do the mana drains work?
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01/12/08, 2:47 PM
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#78
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Von Kaiser
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Owls have dash, and so in theory the opposing healer will never get a drink off. Also, Owls have a slight melee AP debuff, which makes them preferable to Cats/Ravagers. The difficulty lies in losing Scorpid Poison obviously, but with good use of Silencing Shot, you can work around that.
That said, I'm still using a Scorpid.
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<Cookie Vendor>
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01/12/08, 3:19 PM
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#79
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King Hippo
Orc Hunter
Stormscale (EU)
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We still got a few interrupts to keep sting ticking. Draining is slower but the uptime you get with owl is rather nice. It also makes rogues far less of a pain with 220 ap reduction.
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01/12/08, 4:24 PM
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#80
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Glass Joe
Night Elf Hunter
Blackrock (EU)
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I have a question regarding Trap Mastery. Does it decrease the chance to resist entrapment proc too?
Never was sure about that.
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01/12/08, 9:03 PM
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#81
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King Hippo
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Originally Posted by holydevil
Hey guys,
Thanks a lot for the macro help, I have my condensed melee macro working great now thanks to you guys.
What's the best approach to geming and enchanting.
There are a number of options like stun resist, snare and root resist and minor speed increase.
Minor speed on boots
snare and root on helm or stun resist on helm?
snare and root on boots and helm?
minor speed on helm and snare and roots on boots?
Stun on helm and minor speed or snare / root on boots?
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Armory some of the top players and see what they do. Most do some mix of DPS and Stam, I plan on gemming mostly ap/stam gems in red slots and one yellow hit gem with a hit/agility gem to cap myself out at 5%. The remaining yellow slot(s) are getting PvP gems so I can keep set bonuses. As for your boots, you can definitely get Surefooted if you can actually find someone with it. I just went with Agility on my boots and the free Spirit Shard meta gem (I may lose 4 AP, but I am a cheap bastard). Honestly I'm a fan of going with a run speed meta in the helm because they generally have fewer gem requirements and in the long run for a boot/helm combo I think getting 12 agility, 24 AP and run speed comes out about the same as any other combo (and more importantly, is a lot cheaper!). When I actually get the S3 helm and shell out 150g on a meta gem I will still pick AP/Run speed. If you have the money you could go for Cat's Grace or Boar's speed and a Relentless Earthstorm Diamond for 18 total agility and what will probably be just under 1% extra crit.
The reality is people do not get the Surefooted talent for snare resist, they get it to max their hit. Counting on minimal snare resists that come from a talent or enchants is not a very good gamble.
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01/12/08, 10:05 PM
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#82
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Don Flamenco
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All this talk of Owls and alternate pets is really making me consider bringing out my old boar again. Surely a manually bound boar charge would be a great tool to escape warriors/rogues, ala feral charge?
Originally Posted by holydevil
What are the best ways to maximize dps? Like what's the order. Is it Steady shot, auto shot, arcane shot, steady shot, autoshot multi shot or is it arcane and multi after a steady? I guess I'm asking about maximaizing dps maybe over a small period of time and getting the most out of auto shots. I played a hunter when we could kind of time around the old aimed shot but it seems didffferent now...steady is pretty fast too etc..
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Check out this thread mate  . The one titled "A Better Shot Rotation" is the one you want to use as PvP MM. Pick up Quartz too and have some practice with the rotation, as a manual MM rotation takes practice.
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01/12/08, 10:59 PM
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#83
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Von Kaiser
Blood Elf Paladin
Alterac Mountains
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Man you guys are great. Thanks a lot.
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01/13/08, 2:57 AM
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#84
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Von Kaiser
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Originally Posted by Maynard
All this talk of Owls and alternate pets is really making me consider bringing out my old boar again. Surely a manually bound boar charge would be a great tool to escape warriors/rogues, ala feral charge?
Check out this thread mate  . The one titled "A Better Shot Rotation" is the one you want to use as PvP MM. Pick up Quartz too and have some practice with the rotation, as a manual MM rotation takes practice.
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Problem with using charge as a survival cooldown is it's on the same cooldown as dash, and so after charge is down you're essentially left with a scorpid without scorpid poison. The nice thing about pets with dash is dash lasts for a significant amount of time and your pet doesn't need LoS to use it.
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<Cookie Vendor>
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01/13/08, 4:48 AM
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#85
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Don Flamenco
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Originally Posted by Loshiis
Problem with using charge as a survival cooldown is it's on the same cooldown as dash, and so after charge is down you're essentially left with a scorpid without scorpid poison. The nice thing about pets with dash is dash lasts for a significant amount of time and your pet doesn't need LoS to use it.
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My thinking was that the situation in which you'd use charge is when your pet is mobbed by rogues/warriors, in which case it's most likely to be snared anyway. You can still use dash the 90% of the time that it's not under fire and it's just following healers around, but the 10% where it gets mobbed you can use boar charge to get away. Of course, this would require fairly careful use of cooldowns and probably both abilities bound.
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01/13/08, 7:39 AM
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#86
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King Hippo
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Originally Posted by Maynard
My thinking was that the situation in which you'd use charge is when your pet is mobbed by rogues/warriors, in which case it's most likely to be snared anyway. You can still use dash the 90% of the time that it's not under fire and it's just following healers around, but the 10% where it gets mobbed you can use boar charge to get away. Of course, this would require fairly careful use of cooldowns and probably both abilities bound.
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It doesn't really work out like that. If it is already snared, it will still be snared when it gets to the healer you sent it at and honestly, that will not usually do much for you. Once the charge goes off the healer will be on their way again without the pet anywhere near them. Charge is not useful in Arenas. In battle grounds it has some use in kiting because you are not confined to a cramped space, and I have used a boar for over 2 years on my Hunter for that very reason. But in Arenas charge is very much out-shined by dash and poison. If you want to micro-manage a pet, you can probably take both Dash and Charge and switch them up given your circumstances, but I think you may find yourself underwhelmed by charge in an arena setting.
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01/13/08, 11:06 AM
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#87
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Don Flamenco
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It doesn't really work out like that. If it is already snared, it will still be snared when it gets to the healer you sent it at and honestly, that will not usually do much for you. Once the charge goes off the healer will be on their way again without the pet anywhere near them.
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Ah, the idea was not to charge to help it stick to the healer - but rather to give it a defensive tool to get away from warriors and rogues. Generally if a pet is snared it's not going to be on the healer period (regardless of what pet you're using, and whether or not it has dash/charge/ranged attacks). Given that the pet is not going to be on the healer and something else will have to keep them in combat, the challenge becomes one of keeping the pet alive as long as possible.
I'll try and put it another way. Osse suggested using an owl for dash (to stay on the drain target) and screech (as a defense against rogues/warriors). I'm essentially suggesting that boars could fit the same mould, with dash to stay on the healer and charge as a defensive tool. I'm assuming that cooldown conflicts won't be a huge issue if you micromanage dash to only be used when the healer is actually escaping/escaped, and thus reserve the cooldown as available for charge if the boar is mobbed.
The question following from this is whether or not the additional micromanaging costs, the potential cooldown conflicts, and the loss of screech outweigh the benefit of a 25-yd intervene-like ability.
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01/13/08, 11:19 AM
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#88
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King Hippo
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That defensive tool for "getting away" is only useful if the snare also goes away (in the case of a Druid with shape shifting). Otherwise whoever was on your pet will just run over a few yards and get right back on it. If they want to kill your pet, I find that both players are almost always in the same vicinity. You are sacrificing Mana drain protection or "Druid insurance" as I like to call pets with dash, and in all honesty dash would end up doing about the same under a focus fire as charge (hit dash and recall the pet). Believe me, I've tried using a boar in arenas (ok, really I just forgot to swap pets on more than one occasion) and it just does not work out very well.
If you really want to get your pet out of a focus fire, tell your partner to spam heal it and start dismissing it. Once the pet disappears and they refocus their attention you can just call it right back out.
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01/14/08, 11:40 AM
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#89
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Von Kaiser
Night Elf Hunter
Dragonmaw
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Is there any particular reason why it takes so long to dismiss a pet?
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01/14/08, 3:43 PM
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#90
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Great Tiger
Troll Death Knight
Mal'Ganis
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Originally Posted by Caulwynd
Is there any particular reason why it takes so long to dismiss a pet?
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Because if pets could just pop in and out of existence it would be impossible to kill them.
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01/15/08, 12:52 PM
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#91
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Piston Honda
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Originally Posted by Osse
Ps. I would seriously consider dropping points from survivalist and put them to imp wing clip, it's brilliant.
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Or go 2/3 entrap 2/3 clip or 1/3 entrap 3/3 clip.
Entrapment having DR no means back to back entraps really doesn't do much at all.
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01/15/08, 12:54 PM
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#92
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Piston Honda
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Originally Posted by Maynard
Ah, the idea was not to charge to help it stick to the healer - but rather to give it a defensive tool to get away from warriors and rogues.
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If a 1 second Imobolize is letting you get away from rogues and or warriors you're fighting some questionable people.
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01/15/08, 12:55 PM
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#93
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Piston Honda
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Originally Posted by Myriador
I have a question regarding Trap Mastery. Does it decrease the chance to resist entrapment proc too?
Never was sure about that.
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Not sure.
One thing to remember though if you pick TM only go 1/2 with people teetering around zero resists normally in the arena 2/2 is a waste.
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01/15/08, 12:57 PM
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#94
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Piston Honda
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Originally Posted by holydevil
What are the best ways to maximize dps? Like what's the order. Is it Steady shot, auto shot, arcane shot, steady shot, autoshot multi shot or is it arcane and multi after a steady? I guess I'm asking about maximaizing dps maybe over a small period of time and getting the most out of auto shots. I played a hunter when we could kind of time around the old aimed shot but it seems didffferent now...steady is pretty fast too etc..
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Steady>Arcane>Multi is probably your best bet for burst.
You'll get off 5 shots in like 3-4 seconds.
Steady>auto/arcane>multi...auto.
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01/15/08, 1:58 PM
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#95
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Von Kaiser
Blood Elf Hunter
Smolderthorn
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Originally Posted by Osse
I use 0/43/18 with owl. I switched enchant on bracers a while ago as it was between 20 ap and 8 mp5 + 200 higher mana pool. Mp5 is what wins the games for my teams and I can say that there's never enough mana. Currently sporting with Illidan bow, 2 set t6 and 338 int.
Ps. I would seriously consider dropping points from survivalist and put them to imp wing clip, it's brilliant.
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Osse,
Any advice for climbing over 1850? most specifically in dealing with double dps teams as hunter/disc priest?
Priest recently suggested I spec BM, previously i was marks with a shitty priest, now that im with a good priest he suggested BM... with that we've had decent success, owns double dps teams and is actually very good against hunter/priest & hunter/druid combos because i can kill their pet before they can kill mine.
Against War/Pally we lose. Against Druid/War we lose. Against Druid/lock we win probably 70% of the time.
A few questions, with the spec you suggested, how do you make sure your pet stays alive... i assume pet death = you lose. And how do you deal with double dps teams? Specifically Mage/Rogue, Lock/Rogue, Shadow Priest/Rogue
How do you deal with druid/war teams that try to kill your pet?
Thanks in advance 
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01/15/08, 2:13 PM
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#96
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Glass Joe
Blood Elf Hunter
Spirestone
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My question is about Frost Traps in 5's and would like to get some input from other Hunters as to where and how they use it. My placement is as follows:
1) RoL: I place the frost trap up against either our side or their side of the tomb in the middle depending on whether they rushed us or we rushed them. I see some Hunters trapping the top of the tomb and we have tried that but it always seems to cause LoS issues for healing the person who is kiting around the top.
2) BE: I usually trap the middle of the bridge and move it towards their side or our side depending on where the fight is pushing. I also find that trapping a ramp and having the person kiting run up the ramp through it, jump down and run back up through the trap on the ramp and jump down, etc in a circle is fairly effective.
3) Nagrand: I usually trap one of the poles and the person kiting will run around the pole to LoS and snare.
Our makeup is Warrior/HPally/HPriest/Hunter and EShaman or FMage.
Any and all advice, tips, tricks or otherwise is greatly appreciated : )
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01/15/08, 4:49 PM
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#97
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Piston Honda
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^ Your frost trap positioning is fine. On lorderon you might try trapping one of the corners of the tomb and using an angeled approch insided of fighting on the flat side you fight off of one of the corners this lets someone LoS from 2 sides back and fourth while staying in LoS of if need by stationary healers. Or a healer can stand just off the corner and heal two sides of the tomb.
\\\\\\\\..............
[TOMB].............
..........XH..........
..............H........
.................H.....
\ = out of los
X = Frost trap
. = los
H = possible healer positions.
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01/17/08, 3:40 AM
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#98
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Glass Joe
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I've heard from a lot of different posts on any size of PvP that any amount of stress or pressure you can place on the opposing team you should manipulate. Knowing that every single officer in my guild would track me down in real life, blow me to bits with an automatic rifle, and kick my corpse until satisfied if I were to ever bring my Owl to a raid, would the extra stress/pressure that an Owl brings be enough to sacrifice the loss of the poison mask by a scorpid? Simply said, teams will continually kill your scorpid over and over and over again if you try to mask poison with it. However, I've never seen a team kill my Owl unless they had absolutely no pressure aside from it. Not to mention, if the opposing team has some reason to click heal as opposed to keybind/unit frame/whatever else, the Owl flapping in the face makes it a billion times harder to click on the specified target.
Of course, I could be completely wrong about something, and if I am, please feel free to let me know. My total extent of arena experience has been a not-so-hot 1600 5v5 team that I played with for one week, a 1500ish 2v2, and a 1550ish 3v3.
EDIT: I'm also curious as to what combos Hunters work best with in all the Arena settings. I've only done Rogue/Hunter and Hunterx2 in 2v2, Pally/FeralDruid/Hunter in 3v3, and bunches of unsuccessful stuff in 5v5.
Last edited by Pakatak : 01/17/08 at 3:43 AM.
Reason: Added part w/ question about nice team ideas.
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01/17/08, 2:34 PM
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#99
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King Hippo
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Originally Posted by Pakatak
I've heard from a lot of different posts on any size of PvP that any amount of stress or pressure you can place on the opposing team you should manipulate. Knowing that every single officer in my guild would track me down in real life, blow me to bits with an automatic rifle, and kick my corpse until satisfied if I were to ever bring my Owl to a raid, would the extra stress/pressure that an Owl brings be enough to sacrifice the loss of the poison mask by a scorpid? Simply said, teams will continually kill your scorpid over and over and over again if you try to mask poison with it. However, I've never seen a team kill my Owl unless they had absolutely no pressure aside from it. Not to mention, if the opposing team has some reason to click heal as opposed to keybind/unit frame/whatever else, the Owl flapping in the face makes it a billion times harder to click on the specified target.
Of course, I could be completely wrong about something, and if I am, please feel free to let me know. My total extent of arena experience has been a not-so-hot 1600 5v5 team that I played with for one week, a 1500ish 2v2, and a 1550ish 3v3.
EDIT: I'm also curious as to what combos Hunters work best with in all the Arena settings. I've only done Rogue/Hunter and Hunterx2 in 2v2, Pally/FeralDruid/Hunter in 3v3, and bunches of unsuccessful stuff in 5v5.
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It is not just the fact that scorpids mask poisons that make people kill them, it is because they keep healers/casters in combat and out of getting drink ticks in. When I am playing on my Druid, the first thing I do is kill any pet unless it is double DPS.
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01/17/08, 4:08 PM
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#100
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Glass Joe
Night Elf Hunter
Hellscream
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Hey guys, ive just been keeping tabs up on this thread for a bit before i said anything, maybe figuring out my difficulty myself from the tips provided. Basically ive been having a problem making it past 1950 (in hopes to get 2k) in 2v2, recently weve lost nearly 100 points facing really good warlock/druid and warlock/priest teams. Ive tried the 11 beast mastery generic "really good" 2v2 spec for hunters, and really the improved rez pet and increased pet survivabilty does not compare to detterance increased health and surfooted. So ive chosen to stay the 0/43/18 spec, my reasoning is if my pet (a scorpid) dies then pretty much the fight is over because im already extremely low on mana and to drink means there is no enemy pet on me or the other 2 players are giving my druid hell and reseting the fight at this point is almost futile. But normally that isnt the problem we encounter, normally it is because i cant offer enough burst for that last few % of the target's health, and they get a prayer of mending or a flash heal or a couple of lifeblooms off and pretty much theyre back to near 50%. I have encountered a few hunter priest teams that just because of an additional mindblast SWD combo i have become dangerously low and in certain games died. I have recently coerced a priest friend of mine to play with me and hopefully pull me out of my rut that i have gone into. But i decided to post anyway and see if anything in my gear is out of place from what you seasoned pros can see. Any help would be appreciated =)
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