I interpreted the original intent of the reorganization of the class forums to be targeted at stopping the 100+ page monstrosities that lead to redundancy and ineffectiveness (especially due to the natural tendency of readers to not sort through the previously unorganized materials) - and this thread seems headed back in that direction (with the equally annoying posts of basic questions covered previously, and posts in response stating they have been covered).
Am I overlooking any major difficulties in requesing that prominent class leaders/forum managers create (a) some basic threads that are generic enough to be applicable to the class generally or easily discussed across all 3 specs, but specific to a particular issue (not something overbroad like this "Simple Questions/Simple Answers" thread), such as a combat stastics thread (hit, haste, etc.), macros thread, etc., as well as a (b) folders for each spec with specific question threads under each (like for instance, a BM folder, under which could be a thread entitled "Best Pets" with some discussion of 51 and non-51 BM pets)? Obviously this is intended to be a suggestion of framework, and the perpetual creation of information thereunder.
Kudos to those thread managers in this class and others that have taken the time to keep the first post as a continually updated summary in response to the thread topic. That information and those class leaders are clearly the most helpful, reliable and enjoyable sources for our enthusiasm and aspirations.
Many thanks to all participants on these forums for creating a vivrant community.
I'm not so sure that test is conclusive due to the weapon you used... would you be able to try again using a fine light crossbow or another weapon that has the same exact min-max damage? The damage variance on thor might have given you inaccurate results...
I've done a number of personal tests on the dummies for myself, using Thori'dal as well. With both 4pc and StS glyph, the LOW end of my steady shots were nearly always higher than the HIGH end of my steady shots with just one bonus.
I'll edit this again shortly after I snag me a fine xbow.
Edit: Fine crossbow confirms that indeed the 2 bonuses do stack. No, I did not take screenshots.
I need some advice? Help? Whatever you want to call it. I'm going SV for the time being in Wrath and I've never been a SV hunter, always been BM. I know nothing of rotations or specs for SV, save how to spec the 51 points for SV. I don't know how to place the other points in MM/BM besides the 3/3 Aimed Shots and 3/3 Careful Aim. So...HELP!
So, I was thinking how hit rating transfers over to your pets. Does this also work with expertise? and if so, would it be worth getting an item or two with it? for instance, I have a ring from heroic gun'drak and its like 48agi 50ish stam and 30 something expertise. I know this is a rogue/other DPS item, but if this works for our pets I could see some reason to getting a little bit of it. Am I wrong here?
So, I was thinking how hit rating transfers over to your pets. Does this also work with expertise? and if so, would it be worth getting an item or two with it? for instance, I have a ring from heroic gun'drak and its like 48agi 50ish stam and 30 something expertise. I know this is a rogue/other DPS item, but if this works for our pets I could see some reason to getting a little bit of it. Am I wrong here?
I believe pets do not scale with any of the owner's 'ratings', such as expertise, ArP, haste and resilience. And even if they did, it would probably not be on a 1:1 ratio, which means you would have to stack quite a lot of expertise on yourself in order for the pet to gain any decent amount.
Originally Posted by XI-
In summary, TBC raiding is easy. 9/10 encounters can be summarized with 1 phrase. Stay out of the fucking fire. If this is too difficult BWL was still there last I checked, so go have at it for some practice.
First time poster here on Elitist, nice to finally join in after all my extensive studying of maximising ones DPS.
Since im only lvl 76 atm my experience doesn't prolly match lvl 80 but here's the thing. I dunno if it's just me but when im running instances with my Devilsaur (only tried that one so far) he stands for more DPS than I do. This might be due to the fact that we have a Shaman in our group. Im reaching 2200-2300 DPS with blood lust atm and a steady DPS on trash 1400. The thing is my pet is mostly out DPSing me. I think it has something to do with my orc racial (5% more damage) and my shoulders which add 3% pet damage and 2% crit (Beast-tamer shoulders). And on lvl 80 with a BM spec which im going for, should I replace my shoulders (beast tamer) or still have them, I'm not sure when I reach the limit of switching to normal shoulders or not. Mattaos wrote the following:
Originally Posted by Mattaos
From my observations from simply running heroics the Cat is consistently accounting for 35% of my total damage for an entire run. I do have a Devialsaur to compare with my Cat, but I just tamed him Tuesday and he is still level 79. Once I have the Devialsaur to 80 I will take a harder look, but even at level 79 the Devialsaur was accounting for only 25% of my total damage.
My pet stands for 50-60% of my damage, this seems abit weird when it only pulls off 25-35 for Mattaos, gear might change alot on my last few lvls but it still seems weird imo.
I think it has something to do with my orc racial (5% more damage) and my shoulders which add 3% pet damage and 2% crit (Beast-tamer shoulders). And on lvl 80 with a BM spec which im going for, should I replace my shoulders (beast tamer) or still have them, I'm not sure when I reach the limit of switching to normal shoulders or not.
Personally, I think this is related more to the lack of scaling that I was talking about. You will start to get benefit (although just from ArP, and maybe a slight of haste as a BM, really) from a lot more stat sources than your pet. And even the ones your pet does scale with will give you more benefits than your pet gets out of them. But the added pet stats from the shoulders could probably tip the balance against blue items; I'd say keep them at least until tier 7.
Originally Posted by XI-
In summary, TBC raiding is easy. 9/10 encounters can be summarized with 1 phrase. Stay out of the fucking fire. If this is too difficult BWL was still there last I checked, so go have at it for some practice.
Has any testing been done to compare the relative value of hyperspeed accelerators (Hyperspeed Accelerators - Spell - World of Warcraft) for marksmanship hunters? This "on use" effect is on a 2 minute timer.
i would like to be able to raid with a mm build atm i can get of only 2k dps in places like naxx and i know that its to little i know that i should be able to get higher im running a rotation thats consits of: first sting up then chimera shot then arcane then steady shot untill chimera is rdy again then rinse and repeat anyone got some tips or advise for this rotaiton or spec?
For glyphs im using steady shot imp hawk and 20% mark
I'd suggest ditching arcane shot; MM seems to work better with just a Chimera and Steady shot spam, especially with a SS glyph on. Also, you could drop Survival Instincts and max out RWS and Rapid Recuperation, but that wouldn't really be a dps upgrade, more on the lines of utility.
Originally Posted by XI-
In summary, TBC raiding is easy. 9/10 encounters can be summarized with 1 phrase. Stay out of the fucking fire. If this is too difficult BWL was still there last I checked, so go have at it for some practice.
I'd suggest ditching arcane shot; MM seems to work better with just a Chimera and Steady shot spam, especially with a SS glyph on. Also, you could drop Survival Instincts and max out RWS and Rapid Recuperation, but that wouldn't really be a dps upgrade, more on the lines of utility.
yeah could do that but would lose 4% crit with steady shot compared to to the extra mana i would get i dont think it ould be a dps upgrade as u also say say But atm im peeking around 2-2,1k dps with current spec and rotation but i wanna get higher pre bc i never tweaked that much i was just bm with 1 button more or less would lvoe to be able to impress abit more in wtlk so any tips on how i get into the 3k dps clouds?
I have picked up Cryptfiend's Bite from Heigan. To my joy and luck! It looks great and is a fantasic 2hander for a hunter. Needless to say I HS asap and just got the mats for Massacre (110 AP, so like sooped up Savagery) and enchanted the weapon. A bit later on during trash, I noticed that my Serpent's stings were ticking for less than the 2x1 handers I replaced, although I should have 70 AP more in theory than I had.
So to keep the long short, when I am completelly naked I have 494 AP (I am a NE and surv (5/15/51) spec atm so get a bit added AP from stam and int). Now when I equip the weapon I only gain 224 AP to make my Range AP = 718(looking at my char sheet under range tab). Now if I work it all out, the weapon should give me unbuffed 397 AP (200 from AP, 58 from AG, 110 from enchant, 29 from Stamina). I have tried reasoning with the GM's but they kept giving me the generic reponse of delete your WTF folder, or disable all addons etc. Even after I did all this, they kept on telling me, it is working as intended, I am doing something wrong even if I showed them screenshots of it is not working for me. Now I asked them what is working as intended, cause it might be the enchant not working but I dont have 2k gold to just put up another enchant and this 1 back on to just test if it 'might' be the enchant, because it is not as if I am short exactly 110 AP, it is 173 AP, so cannot even say it is the enchant with certainty.
So have any of you seen the same problem with this item or with the Massacre enchant? As in, not getting the expected AP from them? I just need a basis to know if the item/enchant or the combo of them are the problem, or if I am overlooking something completelly why my AP gain is not what I was thinking it is suppose to be. Any help or comments will be appreciated.
what profession are most useful for raiding hunter? I'm thinking about engineer/skinner, but i'm not sure.
The best from a strict stat benefit are jewelcrafting and blacksmithing. Both of these professions provide roughly the same benefit itemizationwise as inscription/enchanting/LW (roughly 64 AP), however they allow you to provide that benefit with whatever stats you choose (i.e. agil, hit, haste, crit, etc) which ends up being more valuable than the 64 AP. Jewelcrafting in addition has the benefit of the special gems you use being prismatic (matches all socket colors) which makes it easier to meet meta requirements without dancing around less useful stats, and may allow you to pick up some socket bonuses you might otherwise skip. This in my opinion makes JC the most attractive if you are picking a profession from scratch. It is possible that this will change with the introduction of new gems later, assuming they don't adjust the professions to compensate, but we don't know what will happen then, and this is what's based off of currently available options.
Below JC/BS are LW, inscription and enchanting. They all provide a few handy advantages (LW gets cheap leg patches, inscription doesn't have to do the long Hodir grind, enchanters can DE) and the stat benefits are close to JC/BS but not quite there.
Alchemy is roughly on par with LW/inscription/enchanting except for one small problem, you only get the benefit when the flask/elixir is applied. According to my tests on beta (I haven't redone them on live), you only get a 64 AP benefit from the new WotLK AP flask, not the 90 AP that Razzmatazz mentioned (early reports on mixology on beta reported 50% bonus to flask effects but upon further testing it was found each flask had a different benefit). It is possible they have buffed it since beta, but I haven't heard any reports of this so I can only assume Razzmatazz is going off of old data- please clarify if I'm wrong. The additional length of the flask is a handy benefit, and you do get some stat flexibility if you are working with elixirs instead of flasks, but I would not recommend alchemy over the above listed professions if you don't already have it. I kept it because I like having an alchemist and the benefit differential isn't large enough for me to hassle with switching professions (and I keep hoping they'll realize it's weak and buff it).
Engineering is pretty much terrible from all reports and I haven't seen anything to indicate that the tailoring enchant is attractive enough to switch to that but I haven't seen firm data on it either.
It is possible they have buffed it since beta, but I haven't heard any reports of this so I can only assume Razzmatazz is going off of old data- please clarify if I'm wrong.
If late beta tests do indeed suggest that the original 50% increase doesn't apply anymore, then it's safe to assume they don't right now on live. I was indeed going off the early reports about a 50% increase on flasks. It would make sense for Blizzard to bring it down to 64 AP, as that would put it in line with the other profession benefits. Thanks for that correction, I guess I have some stuff to reconsider.
I keep seeing MM-specs without improved stings and I cannot understand how anyone would chose to do so. Not only do you miss out on 30% more damage on something that has more or less 100% uptime, but it is also my understanding that the serpent-part of the chimera damage is affected by the increase in damage on the serpent sting. I've been seeing some pretty intense chimeracrits in raids when buffed and emblem-trinket procs. 5k hit at one time and such.
Also, while I agree that 6 points for improving volley is not worth it I find that I often use aimed shot. (besides we also run alot of heroics these days and volley is king of aoe for those) Either while having to move, or while needing to nuke something extra and having the extra mana. I often viper while waiting for adds and go all out on harder phases. Allways shifting to hawk for applying sting, chimera, aimed, only vipering for steady of course. While I dont like spending 6 points to get aimed shot I do currently enjoy having it as a tool for a variety of situations.
I run 7/53/11 atm with focused fire, survival instincts and scatter shot (yeah I know....)
Also to repeat my question on wether chimeras serpent-damage is affected by improved stings, can anyone confirm or deny wether it is affected by the serpent sting glyph? I really do not expect it do so, but I'm at school now so can't really check.
6 points in barrage and improved barrage only for volley is not a good investment in points
Barrage and Improved Barrage increase Aimed Shot's damage by 12% and crit by 12%.
Considering Aimed Shot is a staple shot in the MM rotation (by Blizzard's stated goals), I would think that the six points are quite well spent.
Considering Aimed Shot is a staple shot in the MM rotation (by Blizzard's stated goals), I would think that the six points are quite well spent.
It's always a bad idea to base your spec around "Blizzard's stated goals" instead of what's being found to work. I haven't personally played MM yet, but everything I've seen so far says that the increased mana consumption from Aimed drags it back down to just breaking even on DPS (as opposed to just using steady/chimera).
It's always a bad idea to base your spec around "Blizzard's stated goals" instead of what's being found to work. I haven't personally played MM yet, but everything I've seen so far says that the increased mana consumption from Aimed drags it back down to just breaking even on DPS (as opposed to just using steady/chimera).
Fair statement, but it can be a great starting point.
Now, having run as MM for a bit here and there, on any fight that requires mobility, Aimed Shot will be an increase in DPS. It took me a bit to get used to having a second instant shot, but it's well worth it.
In a straight "stand there and spam for 5 minutes", Aimed Shot can be a lose of DPS due to the mana consumption. But for every GCD you lose because you cannot fire a Steady Shot while on the move, it becomes a significant drop in DPS to not have Aimed Shot beefed up a bit.
This is one of those places where (a) theorycrafting can only takes us so far, and (b) I wish I backed up my Combat Logs (or at least put them into subversion).
Fair statement, but it can be a great starting point.
Now, having run as MM for a bit here and there, on any fight that requires mobility, Aimed Shot will be an increase in DPS. It took me a bit to get used to having a second instant shot, but it's well worth it.
In a straight "stand there and spam for 5 minutes", Aimed Shot can be a lose of DPS due to the mana consumption. But for every GCD you lose because you cannot fire a Steady Shot while on the move, it becomes a significant drop in DPS to not have Aimed Shot beefed up a bit.
This is one of those places where (a) theorycrafting can only takes us so far, and (b) I wish I backed up my Combat Logs (or at least put them into subversion).
I'll agree it's useful on movement fights, although that brings up the question of "Are you forced to move so much that it's worth spending 6 talent points on aimed shot, knowing you'll only cast it during those movement times?" Unless there are no comparable alternatives, I have a hard time spending 6 talent points to improve a situational ability.
I'll agree it's useful on movement fights, although that brings up the question of "Are you forced to move so much that it's worth spending 6 talent points on aimed shot, knowing you'll only cast it during those movement times?" Unless there are no comparable alternatives, I have a hard time spending 6 talent points to improve a situational ability.
Again, a fair enough question, I would respond with: are those 6 talent points also being utilized enough in Multi-Shot and Volley to make them ignorable?
Any fight with adds, you'll be hitting Multi-shot on every cooldown.
Any fight with more than 4 adds, you'll be likely chaining Volley while the adds still stand.
I think we can go back and forth all day long, but without some exhausting testing, we're not going to be able to definitely prove our points either way.
Any fight with adds, you'll be hitting Multi-shot on every cooldown.
Any fight with more than 4 adds, you'll be likely chaining Volley while the adds still stand.
An interesting bit of data would be how much damage Volley does per target. I don't see it in the DPS spreadsheet... I've gotten some unfairly large DPS numbers from recount in trash fights with multi-target tanking by using volley, but I wonder how much single target DPS I'm missing out on? Also, how many mobs are required to justify the increased mana cost of volley?
A bit of a side note: volley hits do not return mana while AotV is up, but multi-shot hits do. My AotV returns about 120 mana per shot, and only costs 293 mana. If multi-shot hits the maximum number of targets, might it make sense to spam this while using AotV to regain mana?
Continuously fires a volley of ammo at the target area, causing 505 Arcane damage to enemy targets within 8 yards every second for 6 sec.
This is pretty much what I get, ~500 hits and 1k crits.
The comments on WoWhead state that it has a coeffecient of 0.1, so that should allow you to calculate how much damage it does per target.
Low guess with some decent gear would then be around 6-700dps per target.
And if only volley hits returned mana with AotV, that would be about 6 seconds to completely fill up your mana bar if there's a decent group.