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)
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.
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
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.
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.
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.
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.
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'
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.
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 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. =)
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
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
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.
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?
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.
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.
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.
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.
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
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
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
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.
-= Random Ravings - RSS Feed =- Rogue and Hunter stuff here. As well as guides to get you trough your spare time.