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Old 07/22/11, 6:53 PM   #496
Lokrick
Piston Honda
 
Orc Hunter
 
Steamwheedle Cartel
Originally Posted by Hituro View Post
It was in the simulationcarft thread here. ... I just tried this on a dummy and got the same. I fired three Explosive back to back on LnL and you can see the Explosive Shot aura is refreshed and there are 9 ticks total even though they clip.
Thanks for the data. I count only 8 SPELL_PERIODIC_DAMAGE events in the log you posted, rather than 9. That is consistent with the analysis in the sim thread: ES acts like other Cata dots in that it clips and extends the current dot after its next pending tick. In your log, the last tick of the second shot was clipped. There was a discussion early in Cata about whether clipping was worth getting ES on CD. Even then, the numbers were close between ES ES ES, ES ES AS ES, and ES CS ES AS ES. I'm running similar sims with the new dot behavior, but the data isn't quite together yet.

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Old 07/22/11, 8:29 PM   #497
Hituro
Glass Joe
 
Night Elf Hunter
 
Darkmoon Faire (EU)
Originally Posted by Lokrick View Post
Thanks for the data. I count only 8 SPELL_PERIODIC_DAMAGE events in the log you posted, rather than 9.
hangs head in shame this is why I shouldn't post anything when it's late for me. I could swear I had counted nine, but you are indeed correct.

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Old 07/23/11, 8:19 PM   #498
Urrarg
Glass Joe
 
Troll Hunter
 
Thorium Brotherhood
Originally Posted by Starwind View Post
Can anyone verify the bolded text in the above quote? What is your reference? This would be a significant change to LnL and wasn't covered in the patch notes (not that all changes are included in the patch notes) and this is the first time I've seen this posted on any forum.
I did some testing on this after hearing bout the dot clipping change.

I found that if I spammed explosive shot to que it up and make sure it fired *just* as the GCD popped I would only get 8 shots (second one was always clipping the first es). But If I waited to see the GCD pop up and then hit the shot (simply adding in human response time) then there was no clipping. It seems there is a slight time delay when the first exp is not yet registered as a dot yet and so gets clipped.

The 3rd one showed no change between spamming to que and waiting. Seems at that point the game accepts exp as a dot. It just needs that half second (or less) of delay between the first and second shot.

So that 0.2 seconds or so it adds on seems to be enough to keep me from clipping. And only seems relevant when dealing with the gap between the first and 2nd shot.

Perhaps someone else could also test this so we can see if results are consistent?

Imo it's a nice should be a dps boost as it ends up being extra explosive shot during the fight. ex-cs-ex-sc-ex puts ex on CD around 3 seconds after after 3x ex would. So theoretically you'd end up with one extra ex every 2 L&L procs over someone filtering in CS.

I'd really love to see the math comparing the 2 though. I'm not so good with the math part>.>

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Old 07/24/11, 6:20 PM   #499
zakaluka15
Glass Joe
 
Troll Priest
 
Blackrock
I've been playing around with FD to see if anything regarding stat weight / shot priority / talent value has changed between t11 and t12. I had a theory that the set bonus might change the relative value of mastery, because with both the 2- and 4-set bonus, a larger percentage of our damage will be elemental rather than physical. This turned out to be false, according to FD anyway. The value of mastery climbs slightly but it still remains our worst stat.

But I did find out something pretty interesting.

FD tells me something strange today: once you reach a certain ilvl pretty close to 370, kill command becomes favored as sv's focus dump over arcane shot. Using an armory import of myself with a couple key upgrades added manually, I would gain ~70 dps by focus dumping with kill command, and replacing glyph of ArS with glyph of KC. It appears to provide a larger dps boost as RAP scales.

FD still favors all pet focus talents over improved kill command - probably because kill command already has such a high crit rate. Another 10% crit would only give KC about 7% more damage overall.

Now, this may all be wrong. I'd love to hear an explanation as to why this result is incorrect, how I've configured FD wrong, or how FD's sim is a bit off.

Kill command has a much higher RAP coefficient than arcane, but arcane factors in weapon damage.
I could imagine either scaling more rapidly with ilvl, depending which of RAP/weapon damage scale faster:
Arcane - 100% weapon damage plus (RAP * 0.0483)+289
Kill Command - (849 + (RAP * 0.516))*1

edit:
Testing this, KC is 40 focus while arc is only 22. KC is behind arc in DPF, but ahead in DPCT. KC has a much higher crit rate.


My shot priority and settings are listed in public as 'asmo - t12' although this particular setting is actually mostly t11 gear.

edit #2, some more thorough testing to compare dpf/dpct of arcane shot and KC to cobra shot:
cobra: 3,694,593 dmg. 223 shots, 94.6% crit. avg: 16,567. DPCT: 12,005 (inside CA)
--- normalize this to 31% crit ---
(x 1.31 / 1.946) = 2,487,110 dmg. avg: 11,152. DPCT: 8081 (outside CA)
arcane: 892,031 dmg. 79 shots, 31.6% crit. avg: 11291. DPF: 513 DPCT: 11291 (delta 3210)
KC: 1,067,958 dmg. 82 hits. 41.5% crit. avg: 13023. DPF: 326 (64%) DPCT: 13023 (delta 4942, 154%)

Basically this was just a reality check on the sim's results. You dump focus less efficiently with KC, but for a larger dps gain. It's very hard to use these kinds of numbers to really make a call one way or another: you get 50% additional damage over CS with KC, than by using ArS. But your focus dump is 36% less efficient. Basically i'm saying from this standpoint it looks feasible, so I think it's reasonable to trust the simulator this time.

It is also worth noting that because ArS has a lower DPCT than CoS during CA, it is simply never worth casting ArS during CA phase. This in the past has severely limited the usefulness of triggering RF right at the beginning of any bossfight, since there was no good way to dump focus during RF/CA. KC on the other hand has higher DPCT than CoS, even during CA (although only by about 7%). So, if KC is the preferred focus dump anyway, RF during CA will be a bigger dps boost than before.


Disclaimer: All of this computed against a theoretical gearset that I don't actually have, and tested on my 364 gearset with t11 4-set. During the actual parse/test I used wolf pet; the crit rates would change substantially with cat or any other pet.

Last edited by zakaluka15 : 07/25/11 at 2:13 PM.

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Old 07/26/11, 3:26 PM   #500
Lokrick
Piston Honda
 
Orc Hunter
 
Steamwheedle Cartel
Originally Posted by Lokrick View Post
...I'm running similar sims with the new dot behavior, but the data isn't quite together yet.
I've been playing with shot sequences for lock and load proc to leverage this dot change, but I wasn't gettign the right number of dot ticks. After a few iterations on my own, Caltiom reminded me of how to avoid clipping the dot. I eventually ended up with:

actions+=/explosive_shot,non_consecutive=0,if=dot.explosive_shot.remains<=(tick_time+travel_tim e)&!in_flight

But I was still getting only 7 ticks instead of 9 ticks. It turns out that there is a (simc) bug in the refresh of dots that tick when applied (i.e., on their the zeroth tick). Most dots don't tick immediately, and most dots that do tick immediately have a cd that limits their refresh occurrences. Thus, ES during LnL may be the only place where this is an issue. I did a local hack (add 1 to num_ticks in action_t::travel for a ticking dot that is supposed to tick on zero) and ran a few sims. That gives me the correct number of ticks (9) in the sim, and is indeed a minor dps improvement over the default profile:

DPS Ranking:
32215 50.0% ES_ES_AS_ES
32184 50.0% Hunter_SV_T12H
31776 33.0% ES_ES_ES <---unverified

However, in examining the output, the resulting shot sequence for the putative "ES_ES_AS_ES" during LnL is not typically ES ES AS ES; it's more like ES ES AS AS ES or ES ES CS AS ES. This is because the remaining dot duration after the second shot is much more than a second. To illustrate, I'll assume a shot timing of 1.1 seconds (gcd plus a little latency) and a travel time of 1 second.

EventRemaining ticksTimeNotes
ES 1 Fired00 
ES 1 Applied31 
ES Tick 1a21 
ES 2 Fired21.1 
ES Tick 1b12 
ES 2 Applied42.1 
AS 1 Fired42.2 
ES Tick 1c33 
ES 3 Fired33.3 
ES Tick 2a24 
ES 3 Applied44.3we just clipped tick 2c here
ES Tick 2b15 
ES Tick 3a16 
ES Tick 3b17 
ES Tick 3c18 

By comparison, the action rule above avoids clipping, and thus results in a different shot sequence. Both the sequence I get above and the actual ES ES AS ES sequences (and a few others) are worth comparing, but I thought it worth posting the preliminary data.

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Old 08/01/11, 5:02 PM   #501
evanmartyr
Glass Joe
 
Tauren Druid
 
Destromath
Originally Posted by Lokrick View Post
However, in examining the output, the resulting shot sequence for the putative "ES_ES_AS_ES" during LnL is not typically ES ES AS ES; it's more like ES ES AS AS ES or ES ES CS AS ES. This is because the remaining dot duration after the second shot is much more than a second. To illustrate, I'll assume a shot timing of 1.1 seconds (gcd plus a little latency) and a travel time of 1 second.
I've been doing "ES [very slight delay] ES CS(if not near cap) ES" or "ES [very slight delay] ES AS (if near cap) ES".

I'm not 100% certain this is right, but I've managed to reset the first ES dot with the second shot without losing ticks consistently, which puts it at or near 3 seconds, so the "filler" after those two is just to let it tick down and not lose ticks. The shot sequence you gave (ES ES CS AS ES) delays the third ES unnecessarily, barring a bloodlust/rapid fire/absurd haste on your gear.

Of course, this is just what simulation is doing, not what is ideal, and I haven't enough experience to tell you how to fix it, just what it probably should look like.

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Old 08/02/11, 1:44 AM   #502
Lokrick
Piston Honda
 
Orc Hunter
 
Steamwheedle Cartel
Originally Posted by evanmartyr View Post
I've been doing "ES [very slight delay] ES CS(if not near cap) ES" or "ES [very slight delay] ES AS (if near cap) ES".

I'm not 100% certain this is right, but I've managed to reset the first ES dot with the second shot without losing ticks consistently, which puts it at or near 3 seconds, so the "filler" after those two is just to let it tick down and not lose ticks. The shot sequence you gave (ES ES CS AS ES) delays the third ES unnecessarily, barring a bloodlust/rapid fire/absurd haste on your gear.

Of course, this is just what simulation is doing, not what is ideal, and I haven't enough experience to tell you how to fix it, just what it probably should look like.
The interesting realization from the sim is that the delay is necessary. The timing of the first two ES ES is such that any latency at all is sufficient to ensure that they don't clip. The second ES must land just a little more than a GCD after the first one in order to extend the ES dot out the full extra three ticks. However, as in the table of the message you quoted, the third ES must land after tick 2b (at 5 seconds) in order not to clip. With just a single AS interposed, the third ES lands a full 0.8 seconds early (including latency on each shot), clipping at least one tick.

Since there should be a gap of 3 seconds between the second and third ES (one of which is spent as the GCD of the second ES), the ideal might be to squeeze in two AS (for ES ES AS AS ES), but that requires almost full focus. That's why the simulation mixes AS and CS between those last two shots: a single shot is insufficient, and there's usually not enough focus to afford two AS shots and still have enough focus for the follow-up ES (though I did see it get lucky once). Having enough focus for that in general is unlikely given that this is responding to a proc that could happen at any time. I could see playing with timing variations: at high haste, push back the third ES a little to squeeze in two shots. At low haste, just fire a CS and wait the 0.2 seconds or so for ES to become available.

The current profile is a little bit stale; I have it for reference below. Then by default I switched it to ferocity pet and One With Nature rather than Careful Aim (so that's the default below). In a previous note some time ago, I showed that further dropping SicEm for CA and 2 Shark Attack on the pet (instead of one SA one Wild Hunt) was a dps increase. I tried it with the ES variants as well (note that "other" below is what I refer to as "CS AS" previously; it's really just whatever the normal priority puts in). Here's some results from those experiments:

DPSDescription
32,904 ES_ES_other_ES with CA
32,584 ES_ES_other_ES with SicEm
32,550 Hunter_SV_T12H updated with a ferocity pet and OwN instead of CA
32,542 ES_CS_ES_ES
32,451 ES_ES_AS_ES (or as close as I could get)
32,430 Hunter_SV_T12H
32,141 ES_ES_ES

For the T12H, ES ES ES is the worst of the lot, often losing two ES ticks. The best so far is attached below, and is almost 600 more dps than the current profile. More interesting is that it is a slightly different but straightforward strategy for humans to apply. No that it also includes some small dps improvement from the "no AS while in CA range" rule. (Edit: different strategies may work better for different gear sets).

A minor note: the ES action is designed to fire ES as soon as it could while not clipping the dot. That also correctly avoids clipping if the shot just before the LnL was an explosive shot. In that case, the first ES extends the ES from before the LnL, then there's a 3 second gap, and then the second pair of ES.
Click Here ← Click Here
talents=http://www.wowhead.com/talent#ccZf0MZcbGcMhrRsk
actions=flask,type=winds
actions+=/food,type=seafood_magnifique_feast
actions+=/hunters_mark
actions+=/summon_pet
actions+=/tolvir_potion,if=!in_combat|buff.bloodlust.react|target.time_to_die<=60
actions+=/auto_shot
actions+=/snapshot_stats
actions+=/aspect_of_the_hawk,moving=0
actions+=/aspect_of_the_fox,moving=1
actions+=/blood_fury
actions+=/explosive_trap,if=target.adds>0
actions+=/multi_shot,if=target.adds>2
actions+=/cobra_shot,if=target.adds>2
actions+=/serpent_sting,if=!ticking
actions+=/rapid_fire
actions+=/explosive_shot,non_consecutive=0,if=dot.explosive_shot.remains<(tick_time+travel_time )&!in_flight
actions+=/black_arrow,if=!ticking
actions+=/kill_shot
actions+=/arcane_shot,if=focus>=70&buff.lock_and_load.down&target.health_pct<=90
actions+=/cobra_shot
pet=wolf,wolf
talents=200000030300003010120000000000000000000000000000000000000000000
active=owner
summon_pet=wolf

Last edited by Lokrick : 08/02/11 at 3:22 AM. Reason: updated sims to 10k iterations

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Old 08/11/11, 2:34 AM   #503
vanquished14
Glass Joe
 
Night Elf Hunter
 
Medivh
I've been fooling around with Zeherah's Hunter DPS Analyzer trying to optimize my gear reforging (as well as compiling some BiS gear setups). I've been going by the following guidelines:

1) Reforge each item to maximize Critical Strike rating (E.G. Flamewaker's Legguards: 111 Hit -> Crit as opposed to 84 Haste -> Crit because the prior provides greater overall Critical Strike rating).
2) Reforge everything else to maximize Hit Rating (should bring one WAY over hit cap)
3) Figure out which pieces to reduce Hit rating to ensure I'm as close to 961 as possible (reforge out of hit to haste).
4) Now I figure out how much haste I can remove from gear (haste to mastery) and figure out what haste/mastery ratio provides highest DPS (according to the calculation).

Click Here ← Click Here

For more information to guidelines above... (hidden for those not interested)

1) Our 2ndary stats that can be reforged include: Critical Strike, Hit, Haste, and Mastery. Items always seem to have 2/4 2ndary stats (trinkets excluded) so in step 1, we essentially ignore any item that is Critical Strike + [Any] and change items that are Haste/Mastery/Hit + Haste/Mastery/Hit. This should maximize our Critical Strike rating.

2) This step does not undo anything done in step 1. This step maximizes hit rating by reforging anything possible with hit to hit (without reducing Critical Strike). With my current gear, it brought me to 497 Hit over cap. At this stage, Critical Strike and Hit are both maximized.

3) To figure out which pieces I should reduce hit, I made a spreadsheet of items where I could reduce hit and by how much--an example would include my main hand, Ranseur of Hatred. To maximize hit rating, I had "reforged" the 100 haste to 100 hit rating. I could instead not reforge this item to reduce my hit rating by 100 and thus be 397 hit rating over cap. Once I find a combination that is as close to 961 hit as possible--I "reforge" the additional hit off items into haste (thus maximizing haste under hit).

4) Because haste works in odd plateaus (somewhat above my knowledge), maximizing haste under critical strike and hit is often not optimum. To figure out how much haste I should reforge to mastery, I use the "Custom Gear Stats" section of the analyzer. I'm not exactly sure where all the plateaus are so I look at all my gear and find out how much haste I have available to change to mastery without changing hit or critical strike rating (I think for my current gear setup it was around 537 Haste). I then plugged in things like -537, -520, -500, -480....-0 Haste ; +537, +520, +500, +480...+0 Mastery (copy-paste the damage values to a spreadsheet) and plotted to find peaks and troughs then tried to reforge haste to mastery to try to get as close as I could to the peaks.

Now, I know it is likely a computer could do this procedure almost instantly--I just don't know any programming so I have to do things the long way. This method assumes our stat priorities are Crit > Hit > Haste > Mastery and that Zeherah's analyzer is accurate.


This process is quite time-consuming but--looking at Rawr, Reforgenator, Reforgelite, and Mr. Robot--I find I end up with a higher damage overall than the things they suggest. The process essentially optimizes Critical Strike, then Hit Cap, then Haste "plateau," and finally throws all else to Mastery (our least favored stat to my understanding).

Items other than the Flamewaker Legguards (from step 1) I find I don't mess around with include: Firearrow Belt (77 Haste -> Crit); Lancer's Greaves (75 Haste -> Crit); Hide-Bound Chains (69 Haste -> Crit); Ancient Petrified Seed (153 Mastery -> Crit); Fluid Death (128 Hit -> Crit); Dreadfire Drape (55 Hit -> Crit). Again, my reasoning behind this is to optimize Critical Strike Rating.

My current gear setup (load US-Medivh Zardon) I'm at 10 hit rating over cap and I cannot find a way to reduce this to exactly capped. I was thinking--is my optimizing technique off base? I might be able to get exactly 961 hit rating if I do step 1 differently but--from how I see it--though I'm +10 hit rating over cap--I would essentially be reducing that hit but also critical strike rating. I'm not exactly sure what would happen but--in my head--it would be something like -10 hit, +haste/mastery, and -crit (regardless of what I do because I'd be reducing optimized critical strike rating).

-somewhat change in topic-

On a somewhat unrelated note--the first post on the MM thread tells us suggested settings to run Zeherah's Analyzer for the MM spec. It would be amazing if the first post in this thread had a suggested spreadsheet run settings. I've just been keeping it defaults and best raid buffs/debuffs for DPS comparison but I'm not sure this option best simulates real raid settings. Perhaps I'm looking too much into optimization and relying too much on the analyzer but--the way I see it--two hunters playing at the same skill level, one optimized and the other not, the optimized should do more damage.

Last edited by vanquished14 : 08/17/11 at 1:32 AM. Reason: Clarification on the "method"

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Old 11/07/11, 6:43 PM   #504
D3thray
Glass Joe
 
Troll Hunter
 
Arthas
SV in 4.3

It's probably time to at least talk about SV in 4.3 and I've done a bit of math using my own gear to find new haste points with 2pcT13.

Essentially the 2pcT13 allows a very strict rotation to emerge at very low haste values (~100 haste rating for this soft plateau).

ExS, BA, CoSx3 ... (ExS, AS, CoSx3)x3

(I call it a 3+1+1 for brevity)

Handle LnL as normal.

Above 100 haste rating, haste overtakes mastery in value for single target damage up to a hard plateau of over ~4100 haste rating.

------------------
The 4pcT13 also presents a rotation you can fall into when above a secondary soft haste plateau of ~1390 haste rating during the 4pc proc or under any other dynamic haste effect of at least 30% in magnitude.

ExS, AS, CoSx4 ... ExS, ASx2, CoSx3

(A 3.5+1.5+1 rotation)

BA may be substituted for any AS in this sequence.

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Old 11/09/11, 6:37 PM   #505
Dibbler
Von Kaiser
 
Tauren Hunter
 
Dalvengyr
Taken from the Blizz Class Q&A

"Q: Why won't Blizzard hotfix overpowered classes between major content patches more often?
A: Sometimes a spec is genuinely broken and trivializes the other classes. In those cases, we try to address the issue. However, sometimes players just haven't discovered the optimal way to play a particular class. For example, Unholy, Survival and Subtlety have the capability to perform far better than most people realize"

So what are we missing?

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Old 11/09/11, 7:18 PM   #506
R00k!3
Von Kaiser
 
Night Elf Hunter
 
Gilneas (EU)
I doubt he claims SV is competitive with top tier DPS, it's just not as bad as many people think.

There is not a lot of things player could change to optimize their DPS as SV currently and there is nothing that could make it go through the roof with current gear.

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Old 11/10/11, 7:20 AM   #507
Dibbler
Von Kaiser
 
Tauren Hunter
 
Dalvengyr
Taken from a Blue response on the forums

"Please teach me Blizzard!
When looking at the big picture of class design and performance, the answer is kind of both. I think the point is that specs not played nearly as often as others aren't necessarily underpowered. Our data may show a much smaller percentage of players using certain specs, though a good amount of the people who do use them competitively tend to do very well.

Here's a follow-up from Celestalon: Unholy and Survival are definitely underpowered in 4.2, and are getting buffed to compensate in 4.3. However, the point that Xelnath was trying to make, I think, is that they’re not as far behind as people think they are. With just a couple minor buffs, these specs are able to be competitive, in at least some encounters. Subtlety is a good example of this already: Subtlety is a very difficult rotation to play, and suffers quite a lot of drawbacks. But in some encounters, those drawbacks can be mitigated, such that it becomes the optimal spec. For example, the top Subtlety rogues are beating the top Combat and Assassination rogues on Baleroc, since that fight plays to Subtlety’s strengths. Will Subtlety win on every fight? No, probably not. But they’re not nearly as far behind as most players think, and sometimes can even be better. We’re hoping the changes to Survival and Unholy (and Destruction, and Beast Mastery) in 4.3 will help push those specs into a similar situation. We really hope people give these specs a chance.
(Blue Tracker / Official Forums)

I find this to be a bit of double talk. One designer says Survival is not being played to its max potential while another states Survival was underpowered and is getting a buff. Suffice it to say, I don't think the community is missing the "optimal" priority/gem/reforging as Blizz initially indicated. What I do think is Blizz has a value in their head that they want the class to perform at and Survival is within that % deviation (low side).

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Old 11/10/11, 1:03 PM   #508
Bovii
Piston Honda
 
Tauren Hunter
 
Maelstrom
What they're saying is true. They made a HUGE mistake by making it sound like the player base is dumb and doing it wrong. You get a value for each spec on a tank and spank fight. We know this, they know this. But what they're saying is that we, as the community, are looking att his in a vacuum. Furthermore, 90% of the player base is stupid and/or bad. So, when you take a sim based on a defunct type of fight and add in anecdotal evidence, the whole community goes "chicken little" and screams bloody murder. Is SV below MM? Yes, of course it is and it is getting buffed in the next patch. But, overall, it isn't in such a poor position that it is totally unplayable. The community MAKES it unplayable. Combine the mentality with a lot of poor players and posters paroting stuff that they neither discovered on their own or understand and you've got a really bad situation that the devs can't correlate.

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Old 11/11/11, 2:06 AM   #509
Shadowwaltz
Von Kaiser
 
Undead Hunter
 
Kil'Jaeden
It's not unplayable, but it's not exactly rewarding if you do play it well, either. It's a press-me-when-I-come-off-cooldown spec. Then you have marks, which is the definition of a rewarding spec with how big a difference in DPS there is between a hunter who AIs every chance he gets and one who doesn't (or, goin the other way with it, the difference between one who tries to AI too much and one who has that perfect balance between shots). Surv would have to be flat out better (like it was in 4.0) for most people to want to play it unless it gets completely changed.

It's gonna be nice having a 2nd spec that's not just the same set of talents just with 2 points moved around. But I don't think anyone that raids (or PvPs) is gonna call themselves a survival hunter in 4.3.

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Old 11/11/11, 2:35 AM   #510
Goldengiff
Von Kaiser
 
Worgen Hunter
 
Tichondrius
There are actually quite a few reasons to raid Survival. The rotation requires less attention which allows you to pay more attention to fight mechanics and proper execution rather than which of your abilities you should be using next. It also brings one of the more important raid buffs, which is far more important for your raid if you don't otherwise have it than the difference between Marks and Survival personal dps.

Also, you are saying that the higher skill cap of Marks is the reason for it's higher theoretical dps, which isn't true. Marks has a higher variation in dps when you factor in player skill, but that has nothing to do with it's potential dps in comparison to Survival.

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