I just read on the wow forums that Glyph of Trueshot Aura doesn't stack with Imp. Barrage, is this true? If yes that makes it quite obsolete. But if no, why does Abominatrion's Might and Unleashed Rage cancel my Trueshot Aura? Will the Glyph still work when it was on before it got overridden, or do i have to macro some /cancelaura stuff into my Aimed Shot?
As White mentioned in 3.2.2 this was supposed to be fixed, however I'm still finding that it does get overwritten (I have Power Auras set to indicate when I don't have Trueshot up during combat, and the indication goes off all the time when I've had a shaman/dk in the raid). I can't tell whether it is the shaman or the dk buff doing the overwriting as I haven't come across a time recently (since I got Power Auras) that I had one or the other - amazingly I find myself with both. Also of note, remember that its not actually called Abomination's Might (the talent is though) for the DK buff, the buff itself is Abominable Might, so make sure your macro reflects that. I just started using the macro and haven't had the issue since (it still shows that Trueshot is overwritten, however when I hit the macro button the indicator goes away and I "regain" TSA for the AiS that follows).
An interesting question has just come up in Guild.
Does the AP granted by the Scourgebane enchant (or other situational enchants) transfer to pets when fighting undead?
Logically I would have thought it should, however with the AP from the enchant not being a static number and showing on the character sheet i'm wondering if it actually does.
If it does it's possible it's going to be worth using in ICC for the 30 extra AP over Massacre. Or at least having one weapon with it an done with Massacre to switch as needed.
It's not something I can test on a target dummy, so before I have to get old school and head out to find undead mobs I thought I would ask here in case anyone has solved this question before.
Indeed annoying to test it, but it would be well worth considering the incoming additional scaling promised for pet (although it's not certain AP will scale more than it does currently).
Another ideal candidate for the test, which gives a bigger boost and so easier to spot, would be Demonslaying Elixir while fighting demons. I suppose they would work in the same way.
How does that work? Does the percentage based damage increase stay thru refreshes for the rest of the fight?
I'm confused. I've read thru everything I can find on the forum, but haven't seen anything addressing this. Does the serpent sting glyph affect Chimera shot's damage in any way? I've had a hunter tell me that having the extended serpent sting from the glyph causes Chimera to "calculate" how much damage Serpent would have done over the extended time and use that. I've also had another hunter tell me that this is not true, the purpose of the serpent sting glyph is just to help with rotation, i.e. having the extended serpent sting will allow more leeway in applying chimera to refresh it.
No, both were MM. (why would a survival hunter be applying chimera?)
And, back to my specific question, does the serpent sting glyph increase Chimera's damage?
To Chimera Shot Damage, no it would not. But to Chimera Shot - Serpent, yes it would. Chimera Shot - Serpent does 40% of the total damage that SS would do to a target. The Glyph adds an additional 2 ticks to serpent sting.
If serpent sting does 5000 overall damage over 15 seconds (5 ticks of 1000), the glyph would add an additional 2 ticks of 1000 damage for a total of 7000 overall damage over 21 seconds (7 ticks of 1000).
Chimera Shot - Serpent does 40% of this damage. On the base example above, Chimera Shot Serpent would deal 2000 damage (5000 * 0.4). When you add the glyph, Chimera Shot - Serpent would deal 2800 damage (7000 * 0.4). Its the entire reason that the Serpent Sting Glyph is #1 priority for MM hunters.
"The fun about this sentence is that by the time you realise it doesn't say anything, it's too late to stop reading it."
-As far as I can tell and read, the Steady Shot Glyph is still bugged for MM hunters specced for Mark of Death. Have there been any PTR tests showing that this bug is likely to be fixed?
-Also I have noticed minimal PTR data at all, anyone have information on the new highest dps specs (as it tends to change every patch) and/or glyphs?
-Thank you for taking the time to respond for any of those that care to do so.
Fatal
-As far as I can tell and read, the Steady Shot Glyph is still bugged for MM hunters specced for Mark of Death. Have there been any PTR tests showing that this bug is likely to be fixed?
The glyph is not and never was bugged. Its the Marked for Death Marksman talent that's bugged, and if I tested it correctly, the talent is still bugged on the PTR.
Serp and BA ticks don't consume MD charges, but the application does. And not to worry, it is apparently the entire duration that gets transfered. For MM it is slightly different as the Chimera reset of Serp also kills the MD transfer (apparently the reset Serepent Sting counts as a new one).
Did some testing as I wanted to maximize my MD threat on Anub. My discoveries so far: SS does indeed consume a charge when it's applied, but the ticks does not. The interesting part is, as long as you have at least one MD charge left, each tick's threat is redirected; redirection stops when you lose the buff (tried applying SS, the clicking off MD before the tick: mob went for pet, and for me as soon as I clicked it off). Same deal with BA.
The Theorycrafting Think Tank article has undergone some maintenance and should now be more accurate - PM me if you spot egregious errors or omissions.
Does anybody know how Deathbringer's Will works? Is it smart (gives you only good/only the best stat for your spec), semi-smart (doesn't give strength to hunters), or just totally random?
Does anybody know how Deathbringer's Will works? Is it smart (gives you only good/only the best stat for your spec), semi-smart (doesn't give strength to hunters), or just totally random?
Interesting trinket that is. My guess is that it will work like BC's Darkmoon Card Madness where only stats useful to a particular class will be enabled to proc (i.e. no STR and such for hunters). Just a guess, though.
Also, if getting this trinket only for the ArP proc, I can't see how that will work well. that way, we have to gear for no more than 600 ArP below the cap (not including the passive ArP given), but the ArP proc will only proc less than half of the time (other possibilities include Agi, AP, crit, and haste procs)
I did some checking and couldnt find any recent discussion on this but will regular HM still overwrite Imp HM? I know previously there were complaints that ImpHM could be overwritten by any hunter but I've also read that it may just reset the timer if ImpHM is up and a hunter not spec'd into it casts HM. The latter doesnt make any sense to me as we would be getting the benefit of refreshing an upgraded ability without having to spec into it.
No other hunters in my guild are spec'd into ImpHM at the moment so I was wondering if someone has tested this recently?
Yes, regular HM will overwrite IHM, lowering the AP bonus. Same goes for regular versus glyphed.
I tested this quite a few weeks ago, but I have no reason to believe the behavior has changed, since there have been no changes to the skill.
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.
WoWWiki is simply out of date; the info there was true back in the days when the Improved Hunter's Mark talents granted 100% of the AP bonus to melee attacks as well. Back then, you would get the 'A more powerful spell is active' message when attempting.
I can most certainly use my unglyphed, untalented mark to overwrite the improved version that one of my guildmates uses, and so can the other two hunters in our raids. (The [Screeching Bow] test indicated that the AP value is indeed lowered when replacing, so it's not just a refresh of the timer and a transfer of ownership)
EDIT: I'm aware that the talent tooltip on WoWWiki is that of the current incarnation of IHM, probably because whoever edited the text simply assumed that there would be no cause for the mechanics to change.
Still, in essence, the description is correct. A higher point version will overwrite a lower point one, but after it's been successfully applied, it can still be overwritten itself by a lower version.
Last edited by Enova : 11/26/09 at 7:43 AM.
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 have a quick Scorpid Sting/Chimera Shot question:
given that what I've found in scorpid-string-related posts in this and the MM questions thread only discuss dps-drop-off, comparison to unglyphed IS and some damage-reduction for tanks derived from the reduced hit chance of bosses but no mention at all of the disarm-synergy that Chimera shot would bring, is it fair to assume that TofC (and Ulduar) bosses simply cannot be disarmed/the disarm does not really do anything for damage-reduction?
Sorry for this turning into a long question after all
I have a quick Scorpid Sting/Chimera Shot question:
given that what I've found in scorpid-string-related posts in this and the MM questions thread only discuss dps-drop-off, comparison to unglyphed IS and some damage-reduction for tanks derived from the reduced hit chance of bosses but no mention at all of the disarm-synergy that Chimera shot would bring, is it fair to assume that TofC (and Ulduar) bosses simply cannot be disarmed/the disarm does not really do anything for damage-reduction?
Sorry for this turning into a long question after all
Bosses generally can't be disarmed. On the handful of bosses that can disarming is a decent reduction in tank damage, but I don't know of any fight where people actually bother (rogues and warriors do the same disarm). It's handy for saving a clothie on Faction Champs now and then.
Indeed, the only encounter where I have seen Disarm working is Faction Champions (and even then, it's probably more useful on the hunter... the irony). And from my experience, even when you could disarm a boss (Attumen being the only one that comes to mind), you could shrug off the added damage without even overgearing the place.
Basically, the disarm part of the Scorpid Sting + Chimera combo only really comes in handy in PVP, where you can easily negate a whole lot of nasty abilities (bladestorms, crippling poisons, shield walls, deterrances, etc).
Still, if you ever find yourself without a moonkin and with a tank who could do with some extra survivability, it's sometimes worth sacrificing the dps for the -3% hit.
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.
Indeed, the only encounter where I have seen Disarm working is Faction Champions (and even then, it's probably more useful on the hunter... the irony). And from my experience, even when you could disarm a boss (Attumen being the only one that comes to mind), you could shrug off the added damage without even overgearing the place.
Basically, the disarm part of the Scorpid Sting + Chimera combo only really comes in handy in PVP, where you can easily negate a whole lot of nasty abilities (bladestorms, crippling poisons, shield walls, deterrances, etc).
Still, if you ever find yourself without a moonkin and with a tank who could do with some extra survivability, it's sometimes worth sacrificing the dps for the -3% hit.
Most moonkins tend to take the glyph of insect swarm, which kills the 3% -hit for 30% IS damage, so this is a situational point. I do believe gormok can be disarmed, which can help during normal/heroic ToC, although if you need to keep your tank alive through disarms you might have trouble with the rest of the fight/raid. People go BM for the extra raid damage, so I guess I don't see why someone shouldn't go scorpid spam for 3% tank avoidability (at least on any fight where DPS isn't important).
People go BM for the extra raid damage, so I guess I don't see why someone shouldn't go scorpid spam for 3% tank avoidability (at least on any fight where DPS isn't important).
Well, I can relate to that, I've been survival through most of of BC Let the BM hunters worry about the scorpid sting, then. Okay, I know what you mean, of course. I was rather commenting that disarms aren't exactly what you want to be using your Chimera Shot for, and I kinda drifted away from there.
Of course if you want to help out the raid, feel free to use it, but my point is that maybe MM isn't the best suited spec to keep it up when there are other options (boomkin or other hunters, regardless). Sure, it might be more convenient to have the MM hunter apply it, but it depends on whoever provides the least dps trade-off in the end.
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 anyone had rocket boots misfire on Icehowl? And if so, can I disengage in the air out of his way? I am anticipating my rocket boots being banned by my guild leader in favor of Tuskar's Vitality should they misfire one day.
Is there a flight time on Silencing Shot?
If so, how do you calculate it?
Simply with flighspeed in yards/sec?
Its an instant shot that hits your target "instantly". The only factor that prevents it from hitting instantly upon your cast is your latency to let the server know that you cast it. Hence, if you have 200 ms latency and you cast SilS with 150ms left on a 1s cast, you are going to be too late.
Has anyone had rocket boots misfire on Icehowl? And if so, can I disengage in the air out of his way? I am anticipating my rocket boots being banned by my guild leader in favor of Tuskar's Vitality should they misfire one day.
Just run out of his way without the boots? You don't have to move far. Save rocket boots for getting back to him when he smashes the wall opposite the room from you.
But yes, you should be able to disengage while in the air if you turn around appropriately, since you can do everything else normally while in the air during a backfire. I've never actually seen a backfire happen inside an instance though (at least not with the full "knock the player into the air" effect).