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Old 05/31/07, 3:44 PM   #676
Howitzer
Piston Honda
 
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Orc Hunter
 
Turalyon
Originally Posted by cipro View Post
not sure if this has been explained before but howitzer are hourglass and tsunami talisman on the same 45s cooldown? and if so do you still think its viable to use them both? over lets say bloodlust brooch that you can activate along with beast within and rapid fire; or something predictable is what i'm getting at.
Yes, they're on the same internal cooldown and I do prefer using the Hourglass over the bloodlust brooch simply because its absolutely awesome when they both proc at the same time while bloodfury is up and TBW is up. Thats like 900+ AP + 10% damage the numbers become insane and you'll see 1500 kill commands and hit like you're MM spec. (plus its one less trinket to worry about. I already have to watch TBW and Bloodfury timers)

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Old 05/31/07, 3:58 PM   #677
Kyt
Von Kaiser
 
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Human Death Knight
 
Cenarius
Originally Posted by Kom View Post
I've been BM for a long while now, simply for the damage output and being able to keep up or surpass casters in SC and TK. However I've never really looked into the theory of shot cycles and such, I've always felt that not much of it would apply to us oceanic players sporting our 600ms latency, so I just sit there with my steady / auto cycle with KC every so often. Couple of things I'd like help with though, as noobish as they seem, is that I've seen a lot about weapon speed for BM hunters, my reckoning always was that with a pure steady/auto rotation after each steady shot (1.5 second cast is affected by talents and/or quiver correct? :/) your auto shot always fires, so therefore the slower the weapon the more those auto shots in between will do, without affecting the speed of your rotation. Im guessing all this is completely wrong as faster weapons or weapons in the mid 2.0 speed seem to be what many BM hunters are seeking. Any help is much appreciated..
There's actually some very good numbers posted on steady spam being -higher- dps (esp w/ latency) over at the Hunting Hunters thread. You can find the #s that were discussed as far as AP and crit for BM here: Hunting Hunters...

Also, to answer your question, while steady shot's cast time can be sped up, our Global Cooldown is still 1.5s. You just can't spam steady any faster than that. Anyway, lots of good info in the thread I linked, and I believe the current trend for BM is to get your weapon as close to 2.0 as possible so you don't lose too much time on auto/steady spam, but still have time to work a KC in.

[10:42] <BrTarolg> trying shahraz wearing lvl 60 blues would be like, fucking a hot girl but with aids and the wrong kind of condom on.

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Old 05/31/07, 4:33 PM   #678
Rexpop
Glass Joe
 
Draenei Shaman
 
Eitrigg
Originally Posted by The Iron Colonel View Post
Yes; he'll still charge people who are in range (charge has a min range and max range, but the max range is less than 35 yards), but he won't charge you at 35 yards. His area is not a very large space though, so you may have trouble getting far enough away.
I've been charged at 41 yards (back when I had the extended range) talent. I've been charged at 35 yards and I've been charged at 7 yards. I've also seen people be charged when they have been standing closer than me and further away from me. It's totally random who he charges as long as they are outside his melee range.

As I said before, his charge doesn't hit that hard and as long as you get a heal, bandage or healthstone/potion afterwards you are usually in good enough shape to take another one. And to be honest if you don't have enough health to take a charge from Attumen then you will have trouble on some of the next fights (Maiden, Morose) that require a deeper health pool.

Last edited by Rexpop : 05/31/07 at 4:34 PM. Reason: minor addition

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Old 05/31/07, 4:42 PM   #679
Glaurong
King Hippo
 
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Goblin Hunter
 
Hyjal
I've seen all kinds of stuff with Attumen charge. Pretty sure it uses RSTS to pick a target and charges. If that target is too close the charge fails.

Log Parser for BM Hunters (Right click, save as) - Updated 10/11/2007

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Old 05/31/07, 4:48 PM   #680
Kom
Von Kaiser
 
Night Elf Hunter
 
Thaurissan
Thanks for the info, believe my only problem was thinking that steady shot resets your auto shot timer, I guess I never found a weapon slow enough to suggest otherwise with my latency.

With my current range weapon I have 2.1 speed, so I guess that would be pretty much perfect for 600ms+GCD.

As for my DPS, it really hasn't been an issue so far with steady shot spam, however I may think about turning auto-shot timers on my mods back on and trying to some other rotations.

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Old 05/31/07, 4:53 PM   #681
Harwin
Piston Honda
 
Night Elf Hunter
 
Mannoroth
Originally Posted by Rexpop View Post
I've been charged at 41 yards (back when I had the extended range) talent. I've been charged at 35 yards and I've been charged at 7 yards. I've also seen people be charged when they have been standing closer than me and further away from me. It's totally random who he charges as long as they are outside his melee range.

As I said before, his charge doesn't hit that hard and as long as you get a heal, bandage or healthstone/potion afterwards you are usually in good enough shape to take another one. And to be honest if you don't have enough health to take a charge from Attumen then you will have trouble on some of the next fights (Maiden, Morose) that require a deeper health pool.
Well, assuming I'm the only hunter there (likely in a 10-man )I'm the only one who benefits by standing farther away. But by doing so I decrease DPS/TPS for everyone else (since they can't attack him while he's charging) and I force the healers to throw a heal on me.

If I can't outrange it, guess I'll just stick to meleeing him.(he's been on farm for months anyway, no huge reason to change strat if it adds risk) At least I'm BM.

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Old 05/31/07, 5:37 PM   #682
The Iron Colonel
Don Flamenco
 
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Dwarf Hunter
 
Mug'thol
Wow, I guess I'm just lucky. I haven't been charged by Attumen in almost 2 months (about the time I started standing max range). I guess I've just been lucky, though; it makes much more sense for him to use RSTS than some oddball system.

Anyway, as Rexpop said there's no reason not to stand at range and dps him - he doesn't hit hard enough to be a real concern.

[edit] correct have to haven't, such that this post makes a lick of sense.

Last edited by The Iron Colonel : 06/01/07 at 8:40 AM.

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Old 05/31/07, 7:03 PM   #683
Ladwenae
Von Kaiser
 
Night Elf Hunter
 
Bronzebeard (EU)
The way I have done attumen was to have a pally standing furthest away from him which usually meant that he was getting charged and I just stood a bit to the side of the rest of the raid and could DPS all the time.
And as allready said, even if he do charge you its nothing to worry about.

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Old 05/31/07, 7:12 PM   #684
cipro
Von Kaiser
 
Night Elf Hunter
 
Dark Iron
Originally Posted by Howitzer View Post
Yes, they're on the same internal cooldown and I do prefer using the Hourglass over the bloodlust brooch simply because its absolutely awesome when they both proc at the same time while bloodfury is up and TBW is up. Thats like 900+ AP + 10% damage the numbers become insane and you'll see 1500 kill commands and hit like you're MM spec. (plus its one less trinket to worry about. I already have to watch TBW and Bloodfury timers)
wait they're on the same timers? or seperate 45s timers. You kinda through me off by saying 'its absolutely awesome when they both proc at the same time'

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Old 05/31/07, 7:21 PM   #685
Howitzer
Piston Honda
 
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Orc Hunter
 
Turalyon
Originally Posted by cipro View Post
wait they're on the same timers? or seperate 45s timers. You kinda through me off by saying 'its absolutely awesome when they both proc at the same time'
no they're on different timers but they both have a 45 sec internal cooldown. Having them proc both at the same time is pure luck.

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Old 05/31/07, 8:51 PM   #686
Krypt
Glass Joe
 
Tauren Hunter
 
Trollbane (EU)
I just recently picked up the Al'ar talon as BM spec with a pure auto/steady rotation, do you think with the mana usage and cycle interupts with arcane, that this Trinket would benifit a BM hunter by adding it into our rotation?

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Old 05/31/07, 9:03 PM   #687
Howitzer
Piston Honda
 
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Orc Hunter
 
Turalyon
Originally Posted by Krypt View Post
I just recently picked up the Al'ar talon as BM spec with a pure auto/steady rotation, do you think with the mana usage and cycle interupts with arcane, that this Trinket would benifit a BM hunter by adding it into our rotation?
I read somewhere here on this forum that the al'ar talon trinket is the equivalent to 175 ranged attack power. You be the judge. =)

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Old 05/31/07, 9:12 PM   #688
Elvandir
Glass Joe
 
Troll Hunter
 
Silvermoon
The talon adds 40 damage to each damaging shot. (does this apply to Auto, as it is technically a "damaging shot"). So for 6 sec you do an extra 40 damage per steady (worst case).

40 damage / 0.3 (steady shot scaling factor) = 133.3 RAP
2.0 attack speed (assumed)
6 sec duration
Maximum of 4 steadys
160 extra damage
26.6 DPS increase from steady alone (best case)

More realiticly you are going to get 3 steadys per proc so
120 extra damage
20 DPS boost...

/disclaimer
Rough numbers only, and I'm low on coffee
/enddisclaimer

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Old 05/31/07, 9:45 PM   #689
Lactose
Don Lactose
 
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Tauren Hunter
 
Talnivarr (EU)
Steady Shot's scaling factor is not 0.3 - it's 0.2.

I'm pretty sure Auto Shot is affected by it. Basically, if you spam Arcane Shot at every cooldown, you'll gain 40 raw damage every shot, possibly excepting the Arcane Shot you use to trigger it - unless you've got a couple of points in Improved Arcane Shot?

As a BM, 5-6 shots per 6 seconds doesn't seem too unlikely, does it? Equaling +35ish raw DPS.

Raw = pre-mitigation and damage modifiers /crits

Look, Lactose, we'd rather you didn't eradicate the whole human race.
- Sam & Max

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Old 05/31/07, 10:18 PM   #690
Howitzer
Piston Honda
 
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Orc Hunter
 
Turalyon
Originally Posted by Lactose View Post
Steady Shot's scaling factor is not 0.3 - it's 0.2.

I'm pretty sure Auto Shot is affected by it. Basically, if you spam Arcane Shot at every cooldown, you'll gain 40 raw damage every shot, possibly excepting the Arcane Shot you use to trigger it - unless you've got a couple of points in Improved Arcane Shot?

As a BM, 5-6 shots per 6 seconds doesn't seem too unlikely, does it? Equaling +35ish raw DPS.

Raw = pre-mitigation and damage modifiers /crits
basically, I want this trinket.

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Old 05/31/07, 10:24 PM   #691
Elvandir
Glass Joe
 
Troll Hunter
 
Silvermoon
That sounds about right, the only problem might be GCD/rotatio interupt from the Arcane, though, it would still be a DPS boost.

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Old 05/31/07, 11:43 PM   #692
Bloodwrath
Glass Joe
 
Orc Hunter
 
Draenor (EU)
So i've had some serious issues threading in this kill command now that it's worth using (debatable its mana per damage is not all that great) Using a sunfury atm and that at 2.1 speed auto would appear to leave me no room for steady/auto 2.0 secs with only .1 sec reaction/lag time to thread in the kill command. Do i just suck or is there something else i could do to thread in the KC?

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Old 06/01/07, 12:09 AM   #693
Howitzer
Piston Honda
 
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Orc Hunter
 
Turalyon
Originally Posted by Bloodwrath View Post
So i've had some serious issues threading in this kill command now that it's worth using (debatable its mana per damage is not all that great) Using a sunfury atm and that at 2.1 speed auto would appear to leave me no room for steady/auto 2.0 secs with only .1 sec reaction/lag time to thread in the kill command. Do i just suck or is there something else i could do to thread in the KC?
Well, what I've done, and this might sound silly, but I've attached it to my arcane shot in a very simple macro:

/cast Kill Command
/cast Arcane Shot(Rank 9)

I do this for the simple fact that I really have enough damn buttons to worry about as it is to make room on my hotbar. Its either that or I grow a new finger. So basically, if kill command is up I hit the key once, if it isn't up or I'm out of range, an arcane shot goes off and vice versa. Or I just smack it twice and both go off. Meh, its been working nice so far and I like it.

A lot of people like to spin up these steady shot / kill command macros but to me thats a total disaster. I never want my steady shot to be linked up with anything just in case I have mana issues and I choose NOT to use kill command. Arcane shot is shot that I'll use when mana is abundant so I decided to tie KC in with that instead of the SS.

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Old 06/01/07, 2:10 AM   #694
Kyt
Von Kaiser
 
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Human Death Knight
 
Cenarius
Originally Posted by Kom View Post
Thanks for the info, believe my only problem was thinking that steady shot resets your auto shot timer, I guess I never found a weapon slow enough to suggest otherwise with my latency.

With my current range weapon I have 2.1 speed, so I guess that would be pretty much perfect for 600ms+GCD.

As for my DPS, it really hasn't been an issue so far with steady shot spam, however I may think about turning auto-shot timers on my mods back on and trying to some other rotations.
Try the following macro (for high latency)

/castsequence reset=4 Steady Shot, Auto Shot

You can pretty much spam this all day long and you should never clip a shot. usually spam this until I see my steady castbar and then start mashing multi or arcane to thread a shot (I'm not BM). Hope it helps. I've found it's a lifesaver on high latency evenings.

[10:42] <BrTarolg> trying shahraz wearing lvl 60 blues would be like, fucking a hot girl but with aids and the wrong kind of condom on.

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Old 06/01/07, 2:46 AM   #695
Rexpop
Glass Joe
 
Draenei Shaman
 
Eitrigg
Originally Posted by Howitzer View Post
Well, what I've done, and this might sound silly, but I've attached it to my arcane shot in a very simple macro:

/cast Kill Command
/cast Arcane Shot(Rank 9)

I do this for the simple fact that I really have enough damn buttons to worry about as it is to make room on my hotbar. Its either that or I grow a new finger. So basically, if kill command is up I hit the key once, if it isn't up or I'm out of range, an arcane shot goes off and vice versa. Or I just smack it twice and both go off. Meh, its been working nice so far and I like it.

A lot of people like to spin up these steady shot / kill command macros but to me thats a total disaster. I never want my steady shot to be linked up with anything just in case I have mana issues and I choose NOT to use kill command. Arcane shot is shot that I'll use when mana is abundant so I decided to tie KC in with that instead of the SS.
I've done pretty much the same and I'm in total agreement on the steady/kill macros. For most fights I use a Steady Shot, AS, Steady Shot,AS, Arcane Shot, AS 6 second cycle and I always pop the Kill Command if its up just after the Arcane shot fires (when the 1.5 global cool-down is active).

I do this for a couple of reasons. (1) It's the only place I can place a Kill Command in the rotation without interrupting something. (2) With a 5 second cool-down on Kill Command (and a five second proc duration) if any of the shots in the cycle crit then it will be available for use at the right point cycle, and by the next cycle the cool-down will have cleared. Also it lets me keep the 'Exploited Weakness' proc of the Beast Lord set up nearly constantly buying me an extra couple % damage.

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Old 06/01/07, 2:53 AM   #696
Zurgat
King Hippo
 
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Troll Rogue
 
Aszune (EU)
Originally Posted by Howitzer View Post
Well, what I've done, and this might sound silly, but I've attached it to my arcane shot in a very simple macro:

/cast Kill Command
/cast Arcane Shot(Rank 9)
Didn't blizzard's new API block out attaching 2 actions to 1 button though?

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Old 06/01/07, 3:27 AM   #697
Lactose
Don Lactose
 
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Tauren Hunter
 
Talnivarr (EU)
That's why he has to press it twice if he wants to use both skills.

Look, Lactose, we'd rather you didn't eradicate the whole human race.
- Sam & Max

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Old 06/01/07, 4:24 AM   #698
Breakerone
Don Flamenco
 
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Orc Hunter
 
Blackrock (EU)
Binding KC to arcane shots sadly doesnt help beastmasters, and slowly but surely I'm really getting in a bad mood with this KC and wind serpent thing.

I was on my first Mag Kill yesterday and while I still need to get used to the fight, which let me forget refreshing HM and so on, it was still pretty ok:
http://www.lossendil.com/wws/?report...vq&s=2693,3327

On the first 3 trys people forgot to click cubes (doh!), and on try 3 and kill I had to click the cube on the other side of the room and lost almost 10 seconds each, so I couldnt beat the warlock who just nuked away but it would have been easy otherwise.

The whole night I was kind of pissed, because my wind serpent was really CONSTANTLY out of melee range. On the adds I could only use 1 out of 3 available KC's.
That really does it. I will drop the serpent now, problem is, I really dont have the nerv to level a ravager, so I will get a lvl 70 cat until they decide to make the lvl 70 ravager tamable.

Now in this thread and in the other ones people talked a lot about the dps of pets and their specific skills and surely everyone can figure it out for himself, but it would be great to have most of the stuff compiled in one post if anyone feels he has too much time on his hand

Does one of the spreadsheets handle the full pet dps? Including focus management through BD and GftT and all of the possible multiplicators like pet class and orc racial?

For the cat, would you get both claw and bite or only claw? I am unsure if it would make sense to get bite, since claw would quickly deplete the focus anyway and I guess bite would not be used a lot, which would be wasted training points.

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Old 06/01/07, 4:46 AM   #699
Lactose
Don Lactose
 
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Tauren Hunter
 
Talnivarr (EU)
Regarding Wind Serpent and it backing out of range for Lightning Breath:
Disable auto cast and put
/cast [target=pettarget,exists] Lightning Breath
at the end of whatever skill you spam the most (Steady Shot?).
Syntax might not be 100% correct. Doing this circumvents the 'back out' AI.

Look, Lactose, we'd rather you didn't eradicate the whole human race.
- Sam & Max

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Old 06/01/07, 5:03 AM   #700
Zurgat
King Hippo
 
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Troll Rogue
 
Aszune (EU)
Originally Posted by Lactose View Post
That's why he has to press it twice if he wants to use both skills.
Odd,, i've had Riposte + Sinister strike bound to 1 button for a while after the patch, but kept getting an error that the blizzard ui blocked out that action.

Originally Posted by Lactose View Post
Regarding Wind Serpent and it backing out of range for Lightning Breath:
Disable auto cast and put
/cast [target=pettarget,exists] Lightning Breath
at the end of whatever skill you spam the most (Steady Shot?).
Syntax might not be 100% correct. Doing this circumvents the 'back out' AI.
Although that might work, you will miss out on a "lot" of hits that your pet could be doing, and subsequently have less "ferocious inspiration" as well. (assuming you are BM)
A Pet such as a Cat, or Ravager might be doing numerous melee hits in between using abilities.. if you're forcibly keeping your pet at a range, then he's not doing as much damage as it "could" be doing. Nor could you use Kill Command.

Originally Posted by Breakerone View Post
For the cat, would you get both claw and bite or only claw? I am unsure if it would make sense to get bite, since claw would quickly deplete the focus anyway and I guess bite would not be used a lot, which would be wasted training points.
If you want your pet to do damage, get bite + claw. i think i listed the energy vs damage of bite earlier. it's not much but it might just be worth taking.

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