No I did not notice any delays in my SS using this macro but thx for the tip with carefull aim. Also I dropped the point in spirit bong and placed in longlivity. Might have to change some CS to longlivity as well although spreadsheet doesn't like that idea.
New build: Talent Calculator - World of Warcraft
I noticed on a target dummy that by switching scorpid poison off auto it didn't apply it at all though it was in my macro....weird :-/
oh btw my pet has the following build but can't see that much dpsmath in it that could go wrong :-) Pet Calculator - Wowhead
Maybe just try running without the macro next raid and see how the Scorpid performs. It had been discussed before though that the scorpid might require 2/2 GFTT to keep enough focus in surplus to ensure the 4 sec Scorpid Sting is being used after every CD. With out a larger investment in Longevity in your build you could maybe macro a /castrandom Kill Command to utilize it more since its 1 min CD is much shorter than BW at 2 min (or 1m 48s with 1/3 Long).
5/5 Frenzy is a waste. Imo 1/2 Imp Mend and 4/5 Frenzy frees up enough for 2/2 Spirit Bond. I am a fan of Spirit Bond for raiding since the heal bonus adds to pet survivability quite a bit (from raid heals and mends). If you do drop Spirit Bond or even maybe go 1/2 SB, I would think about maybe moving your point out of Boar's Speed (since Charge is enough of a movement bonus in a raid) and drop it into 1/2 Blood of the Rhino for the added healing bonus.
Just some food for thought.
EDIT: For reference on the Scorpid topic here is a previous post .
Maybe just try running without the macro next raid and see how the Scorpid performs. It had been discussed before though that the scorpid might require 2/2 GFTT to keep enough focus in surplus to ensure the 4 sec Scorpid Sting is being used after every CD. With out a larger investment in Longevity in your build you could maybe macro a /castrandom Kill Command to utilize it more since its 1 min CD is much shorter than BW at 2 min (or 1m 48s with 1/3 Long).
5/5 Frenzy is a waste. Imo 1/2 Imp Mend and 4/5 Frenzy frees up enough for 2/2 Spirit Bond. I am a fan of Spirit Bond for raiding since the heal bonus adds to pet survivability quite a bit (from raid heals and mends). If you do drop Spirit Bond or even maybe go 1/2 SB, I would think about maybe moving your point out of Boar's Speed (since Charge is enough of a movement bonus in a raid) and drop it into 1/2 Blood of the Rhino for the added healing bonus.
Just some food for thought.
EDIT: For reference on the Scorpid topic here is a previous post .
I like your way of thinking with 2/2 SB > imp mend pet as it seems that after patch I don't need my mend pet as much. And you're right about frenzy - it scales nicely from 3->4 but not 4->5. I tried testing it (3/3 longvity on account of CS) in spreadsheet and dmg dropped 10 dps - but hey if that what it takes to avoid "claw spam lockout" it's worth it. So what I ended up with was:
I like your way of thinking with 2/2 SB > imp mend pet as it seems that after patch I don't need my mend pet as much. And you're right about frenzy - it scales nicely from 3->4 but not 4->5. I tried testing it (3/3 longvity on account of CS) in spreadsheet and dmg dropped 10 dps - but hey if that what it takes to avoid "claw spam lockout" it's worth it. So what I ended up with was:
2/2 in GFTT seemed like overkill, 'cause I get my shares of crits on raids :-)
Something else to consider with the build you linked (which mirrors the one I am using) is on fights like your KJ kill that lasted 5 min you could get in 4 BWs. Having an extra BW available for fights lasting 1m 30s or more should also be a DPS increase, since your BW's CD is down to 1m 24s. In the case of the Scorpid pet is the use of the Scorpid Sting, so it would seem a Cobra Strikes proc would be less effective for tenacity pet than a ferocity pet. But, even then the strength in the 3/3 longevity for a pet like a Scorpid (or a Cat) is the increase in DoT uptime/re-applications.
I'm noticing odd things with the new shot rotations on live. Yesterday I was out doing dailies on the Isle trying to simultaneously level up a new pet when I noticed that all of my autoshots were delaying until after my steadyshots.
Currently I'm speced into marksman and I hadn't noticed anything odd before this during an SV or BM build. So I went out and reloaded my quartz, then went around shooting things and watched my shot times. Eventually what I found is that I can wait until halfway or more through an autoshot count and then hit my steady shot and the autoshot won't go off until after the steady cast finishes. Correct me if I'm wrong, but I thought the whole unlinking SS/Auto was supposed to take care of this.
I brought my old 3:2 shot macro back up and went a few rounds on the level 70 dummies in org, just testing a manual vs. macro shot rotation between steady and autos. I found a rough 100 dps increase with the macro than doing it manually. In addition, with the macro my autoshots did seem to be unlinked with steadyshot, meaning that I would have autshots firing while in the middle of the steady shot cast time like I thought it was supposed to work without a macro. So at this point I'm pretty confused. If anyone can help clarify something I'm missing or if I'm just being a noob?
The meat of the macro is basically:
/cast !Autoshot
/cast Steady Shot
I don't have any other pet abilities or /castrandom abilities tossed in, just some of the UI and tooltip acoutrements.
I'm noticing odd things with the new shot rotations on live. Yesterday I was out doing dailies on the Isle trying to simultaneously level up a new pet when I noticed that all of my autoshots were delaying until after my steadyshots.
Currently I'm speced into marksman and I hadn't noticed anything odd before this during an SV or BM build. So I went out and reloaded my quartz, then went around shooting things and watched my shot times. Eventually what I found is that I can wait until halfway or more through an autoshot count and then hit my steady shot and the autoshot won't go off until after the steady cast finishes. Correct me if I'm wrong, but I thought the whole unlinking SS/Auto was supposed to take care of this.
I brought my old 3:2 shot macro back up and went a few rounds on the level 70 dummies in org, just testing a manual vs. macro shot rotation between steady and autos. I found a rough 100 dps increase with the macro than doing it manually. In addition, with the macro my autoshots did seem to be unlinked with steadyshot, meaning that I would have autshots firing while in the middle of the steady shot cast time like I thought it was supposed to work without a macro. So at this point I'm pretty confused. If anyone can help clarify something I'm missing or if I'm just being a noob?
The meat of the macro is basically:
/cast !Autoshot
/cast Steady Shot
I don't have any other pet abilities or /castrandom abilities tossed in, just some of the UI and tooltip acoutrements.
Make sure you have your "Auto Attack/Auto Shoot" option toggled in your Interface menu. This should correct the problem.
Make sure you have your "Auto Attack/Auto Shoot" option toggled in your Interface menu. This should correct the problem.
Although it does make you shoot nearest hostile target after the one you shot is killed thereby making you a walking sheep breaker in raids unless you're careful. But it's the better of two evils
I have a few questions on some things I've been wondering about. Since animal's handler has been changed to expertise, I am guessing it is better to pick it back up now? Also, I am trying to figure what to do with the last few talent points for a beginning raid spec at lvl 80. Should I max Improved Tracking and Survival Instinct or max Mortal shots or max cobra strikes and invigoration or a mix of all 3 options?
Good idea, I did it. The result is almost the some.
Melee: 6,75% miss (2 parry, 27 dodge)
Claw: 4% miss (4 dodge)
Rake: 13, 6% (1 parry, 2 dodge)
I think the hit rating is NOT transferred to the pet completly. (It is 3-6% better, then pre-patch, but there is only 33-66% of the total hit rating at hit cap.)And there are the FD resists too.
It has been proven that at hit cap your pet won't be missing anymore, which is why people suggested expertise for animal handler.
It has been proven that at hit cap your pet won't be missing anymore, which is why people suggested expertise for animal handler.
Worth mentioning on that vein -- parries and dodges will not be mitigated by +hit. Expertise does that. So even hit-capped your pet will "miss" as in be parried or dodged.
I do recall a post claiming that a refreshed SS during AotV will tick at reduced damage. This was definitely not the case yesterday. SS ticks stayed the same after every refresh, _including trinket-boosted damage_. I trust you all know what to do with that piece of information :-)
Actually I claimed the opposite several pages back. If you switch to Viper while sting is ticking and you refresh it with Chimera, it remains ticking at the same value. If you manually refresh (with serpent sting, instead of chimera shot), it uses your AP at that moment until manually refreshed again. This may be important if you have AP stacking occurring later in the fight, after serpent sting has already been up (Call of the Wild maybe) - it may be worth manually refreshing at this time, depending...
Heh, ran into a mildly funny problem on the Eredar Twins tonight. My cat was running about 1500-1600 dps, which I was very pleased with, but it was ALSO out-threating the off-tank and all the other melee dps. Several times when the MT got Confounded, the boss would turn around and one-shot my poor kitty, then go back to the OT. I haven't seen a good parse yet, so I'm eager to see if growl was somehow casting despite being non-hilighted in both the action bar and spellbook... but if it *wasn't*, then I'm going to have to start using cower, which might necessitate 2/2 gftt to be used alongside claw and rake. Ugh. The only thing I wonder was if bloodthirsty was causing undue threat... anyone have any ideas?
Back in the vein of "useful information," the cat's breakdown was about 55 percent melee, 30 percent claw, 15 percent rake. Rake seems a bit high to me, but I was still running with my old scorpid talents (3/3 long, 1/3 cs.) The cat was also out dps'ing a 51/10/0's raptor by about 50 percent. 50/11/0, while not an exciting build to execute, is proving to be freakin' awesome at dealing the damage. I hope to goodness the pet ability damage range changes don't kill it too much. Oh, and as a final note, I wholeheartedly recommend using beast tamer's shoulders. I'm in helm-wrist-chest-hands t6, starstalker, and beast tamer's, and it's a definite overall (if not personal) dps upgrade to going forest prowler helm and gronnstalker shoulders.
Originally Posted by Rabid Rob
I've been stuck playing a lock for TBC, and I can tell you that the amount of spell pen you need is actually quite small.
Back to Griffen's spell-pen thread... the response I got from our guild's locks is as follows:
1- Most boss resistance is level-based and cannot be negated by spell pen.
2- Earth and Moon is better, because we're not taking malediction.
3- We're casting damage curses anyway, and if you try to make us change that we'll sacrifice you to our dark demonic gods.
After some more research, point #1 appears to be a pretty commonly held belief. So yes, we're going to see resistances, and no, there doesn't appear to be much to be done about it.
Heh, ran into a mildly funny problem on the Eredar Twins tonight. My cat was running about 1500-1600 dps, which I was very pleased with, but it was ALSO out-threating the off-tank and all the other melee dps. Several times when the MT got Confounded, the boss would turn around and one-shot my poor kitty, then go back to the OT. I haven't seen a good parse yet, so I'm eager to see if growl was somehow casting despite being non-hilighted in both the action bar and spellbook... but if it *wasn't*, then I'm going to have to start using cower, which might necessitate 2/2 gftt to be used alongside claw and rake. Ugh. The only thing I wonder was if bloodthirsty was causing undue threat... anyone have any ideas?
Cower doesn't cost focus anymore, so all you lose by using it is a pet GCD every 14 - 20 seconds.
ok, if i missed this somewhere while speed reading through im sorry, but i hvae two questions:
1) does hunter's mark affect melle damage as well as ranged?
2) (for MM) how affective would it be to switch to viper sting for the mana return with Chimera Shot while under AotV or even all the time to limit the time spent using AotV?
Both could probably be answered with some quick testing but i am in the process of releveling in preperation for wrath and am unable to do so myself.
ok, if i missed this somewhere while speed reading through im sorry, but i hvae two questions:
1) does hunter's mark affect melle damage as well as ranged?
2) (for MM) how affective would it be to switch to viper sting while under AotV?
Both could probably be answered with some quick testing but i am in the process of releveling in preperation for wrath and am unable to do so myself.
Answer to 1= Not since 3.0
Answer to 2= Not quite sure what you mean by this question..do you mean using chim shot with it? I would assume it really wouldn't make that much of a difference, from just using Chim+viper regularly.
Cower doesn't cost focus anymore, so all you lose by using it is a pet GCD every 14 - 20 seconds.
Factual correction noted and appreciated. So it's potentially not a big deal to jam it on autocast, but I'm still a little amazed I'm even having to consider it. If it turns out that a hidden autocast growl isn't the problem, I may have to move that point out of bloodthirsty for a TPS comparison, though again I'd be amazed if that were producing enough threat to be an issue. Maybe I just need to beat my OT with a stick.
I guess wowhead isn't up to date but animal handler is 10 expertise should I still pass it up and use your spec?
When they do load up animal handler to 5/10 expertise, yes I will most be going with that over spirit bond. But until then(hoping this Tuesday) I am sticking with 2/2 spirit bond.
If anyone wants empirical data on serpent/chimera resists rates, here are all BT bosses (Wow Web Stats) and a sunwell clear (Wow Web Stats). Both seem to have chimera shot and chimera shot - serpent hovering between 3 and 5% mitigation (which I'm guessing is resist + my 1 hitrating short of the hit cap, although there were some portions of fights where I was using black bow and below hit cap).
Oddly enough the mitigation % seems to be consistently higher (11%) on serpent sting (dot) and scorpid poison for some reason - is there some buff/debuf they're not benefiting from as DoTs?
The overall stats of the sunwell parse are misleading, since I think there's a BWL and ZG in there too, so look at the individual bosses.
Also, is there any particular reason all the "what gear should I wear and how does this talent work" questions are ending up in this thread instead of the "Help Me Please?" thread :S *grumpy*
I also noticed something new past few days. Serpent Sting still gives us mana back with Viper on, but only on the first tick. Can anyone confirm this? I am pretty sure it gave mana back on every tick in raids before. Now combat log only shows mana regen on first tick and then nothing.
They do indeed stack, the stacking is additive, not multiplicative.
It also works with the 2xt5 bonus for a total of 22.5% of damage dealt converted into healing for the pet.
Awesome for soloing stuff and I totally expect a nerf here.
Back to Griffen's spell-pen thread... the response I got from our guild's locks is as follows:
1- Most boss resistance is level-based and cannot be negated by spell pen.
2- Earth and Moon is better, because we're not taking malediction.
3- We're casting damage curses anyway, and if you try to make us change that we'll sacrifice you to our dark demonic gods.
After some more research, point #1 appears to be a pretty commonly held belief. So yes, we're going to see resistances, and no, there doesn't appear to be much to be done about it.
Actually a relief that nothing cna be done with it, as there's one less thing to worry about. Only thing now is to make our theorycraft take resistances into account for these shots.
Edit: So I did some napkin math on Efficiency in the EU forums because I was asked why I did not pick it up over f.ex. Kindred Spirits (If you want to read my horrible napkin math it's found here: WoW-Europe.com Forums -> 3.0.2 - Suggested Raiding Builds).
Am I wrong in thinking that it is a horrible talent now with the new AotV? As far as I can see unless the fights are really long or you're really unlucky in relation to fight duration and oom time, the only thing you save is a few seconds shorter AotV.
Last edited by Griffen : 10/21/08 at 11:03 AM.
Reason: Napkin math.