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12/05/08, 4:42 PM
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#16
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Von Kaiser
Draenei Hunter
Lightbringer (EU)
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Thank you for your feedback Jobby. I'll edit the text from the first post with some of your points in mind.
A few reactions:
About ImpAotHawk (and Focussed Aim): Off course both these talents are only usefull untill the Hitrating and/or Hasterating on your gear suffices. Untill then these are good options to improve your dps.
About not speccing into Explosive Shot. At the moment I agree with you, I love Explosive Shot, but I can see Hybrid speccs becoming viable in time. The bit about rotations is rough, I'll add to that some more.
Steady Shot (now?) using unmodified Weaponspeed is (very) new to me, since I recall it used to normalise weaponspeed to 2.8. If I remembered wrong or this has changed, then you're right and a slow weapon would be better then a fast one.
The part on Glyphs and Pets is still very rough and partially nicked from Mattaos'BM Hunter thread. I'll edit later.
Furious Howl? Yes, but the same is true for either Armor reductionabilities from the Wasp and the Sporebat. There is a list with slotsharing of various buffs and debuffs, I'll find it and link it in the initial post.
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Since pets as MM or Surv provide only a small chunk of our DPS at most, bringing this kind of group/raid utility is extremely valuable for many fights.
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This indeed used to be the case, however, looking at Regenalds WWS-log (thanks for that btw) his scorpid did 1359 dps out of 4109 dps total, or 33% of his damage. That is not really a factor you'd want to jeopardise.
The professions will be addressed later. I want to list usefull items and enchants per profession too.
Edit: Thanks Rivkah. Some of your points have been adresses above. I'll take your other remarks into consideration. The initial post isn't quite fleshed out how I wan't it yet. Time is a rare comodity however. All chapters are to receive further attention and will undergo changes. Professions for example Ive not really looked into yet, so your remarks are much appreciated.
Last edited by Cilithan : 12/05/08 at 4:57 PM.
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12/05/08, 5:05 PM
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#17
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Von Kaiser
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Originally Posted by Markemp
Smoggers, do you have any rough breakdowns to your damage sources? Specifically what percentages are from autoshot, ES, stings, steady, and pet? It would help a lot with my theorycrafting to figure out how a 5% increase to one ability could affect your overall DPS.
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On a straight tank and spank, with no movement, the shots break down as follows:
Autoshot: 20%
SteadyShot: 20%
Explosive Shot: 20-25%
Pet: 20-25%
KillShot/SerpentSting/etc: Whatever is left.
90% of all fights currently do not follow this pattern however as most fights have some factor that screws with your rotations. I.E. Not explosive shotting on faerlina, having to shoot out web'd teammates on maexnna, dancing on heigan, not aoeing the spore onto the tank on loatheb, aoeing the adds on noth, gothik is just a clusterfsk as we know, moving to drop poison on grobb, trapping and tranq'ing on gluth, pet not receiving bonus dmg on thaddius, tanking on 4h (I tank lady/zeliek), moving out of blizzard/behind cubes on saph, kel is another clustfsk, sarth widely varies upon the way you're doing him (ezmode or 1/2/3 drake), and malygos you might as well just not worry about because that fight is made or broken in phase 3.
My point being keep taking all these numbers with a grain of salt, currently there is about one boss in ten that you actually just get to sit and gun down.
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12/05/08, 5:37 PM
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#18
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Glass Joe
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I'm not sure I like the talent sniper training that much. It seems that on a lot of fights, we are stacking up together very close to the boss and aside from the 15% kill shot crit, the 3 points in sniper training just aren't that great. It also seems very dangerous to be too far from the boss as we may outrange very important raid buffs. A good example of this would be on a patchwerk fight where I accidentally out ranged our ret pally's retribution aura which I depend on for 3% haste to hit the haste cap. It was basically:
Me <=======32ish yards===> PW <=Pally behind patchwerk.
This can also happen with totems or warrior shouts and a number of other raidwide buffs which leads me to believe sniper training is pretty bad.
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12/05/08, 5:38 PM
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#19
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Von Kaiser
Night Elf Hunter
Icecrown
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Originally Posted by Smoggers
My point being keep taking all these numbers with a grain of salt, currently there is about one boss in ten that you actually just get to sit and gun down.
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True, but on a fight where you have to focus on other aspects (movement, trapping, getting the flock out of the way), you can estimate your DPS based on what you have left available. For BM hunters whose pets are doing 40-50% of their DPS, the hunter having to run and hide will drop their DPS in half (assuming the pet can stay out there). As a raid leader you can figure out who to assign to various tasks based on how badly they'll be affected as a result of these quirks.
It's also useful for figuring out upgrades. If a BM hunter has a way to increase their pet DPS by 5% while losing 5% of their steady shot damage, it's probably an upgrade. Since SV hunters are so evenly distributed, any gain is most likely offset by an equal loss somewhere else. But since there is so much movement, I'd strongly consider a gain to an ability usable on the move to outweigh an equal loss to steady/auto.
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12/05/08, 5:57 PM
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#20
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Von Kaiser
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Originally Posted by Markemp
But since there is so much movement, I'd strongly consider a gain to an ability usable on the move to outweigh an equal loss to steady/auto.
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Well of course. As explosive shot in an ideal setting does as much damage as auto/steady, it's common sense that something that gives you a 2% gain on explosive would outweigh a 2% loss to auto/steady.
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12/05/08, 6:18 PM
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#21
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Great Tiger
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Originally Posted by Korvek
I'm not sure I like the talent sniper training that much. It seems that on a lot of fights, we are stacking up together very close to the boss and aside from the 15% kill shot crit, the 3 points in sniper training just aren't that great.
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Sniper training is a poorly designed talent, there are so many fights where we're expected to group up close to the tank or where staying at more than 30 yds will cost us other benefits. That being said, there aren't really other places to put those points that would give you more damage benefit on average- the only other logical spot to put them I see is to get extra points in expose weakness or hunting party, which would marginally improve uptime but not by enough to really justify giving up sniper training on the fights where you can use it. The only other option would be to put it in utility talents such as trap mastery or scattershot, but I wouldn't expect those would be of much use in a raid build.
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12/05/08, 6:46 PM
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#22
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Von Kaiser
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Originally Posted by Rivkah
Sniper training is a poorly designed talent, there are so many fights where we're expected to group up close to the tank or where staying at more than 30 yds will cost us other benefits. That being said, there aren't really other places to put those points that would give you more damage benefit on average- the only other logical spot to put them I see is to get extra points in expose weakness or hunting party, which would marginally improve uptime but not by enough to really justify giving up sniper training on the fights where you can use it. The only other option would be to put it in utility talents such as trap mastery or scattershot, but I wouldn't expect those would be of much use in a raid build.
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Sniper training is garbage. I see far far more use out of scattershot and entrapment, on fights like malygos to stop the sparks or kel to temporarily disable an mc'd raid member, then I would ever see out of sniper training. Again, people that dismiss these utility talents because they don't yield raw dps on fights like patchwerk aren't looking at the raid setting as a whole.
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12/05/08, 7:56 PM
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#23
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Great Tiger
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Originally Posted by Smoggers
Sniper training is garbage. I see far far more use out of scattershot and entrapment, on fights like malygos to stop the sparks or kel to temporarily disable an mc'd raid member, then I would ever see out of sniper training. Again, people that dismiss these utility talents because they don't yield raw dps on fights like patchwerk aren't looking at the raid setting as a whole.
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Entrapment is a double-edged sword, it carries the risk of getting people killed because a mob got rooted right next to them. Scatter shot is nice, but given that wyvern sting is already a standard part of the survival spec, it's rare that I'm feeling like I need scatter on top of it- between traps and wyvern sting I usually have enough tools to deal with situations, and scatter shot really doesn't last very long and has such a short range. If you don't consider sniper training to be any value, then I could see taking those, but it's not like survival hunters have no other tools available to them when trouble arises, and I find I can use sniper training enough to justify it over other talents. That being said, I think Blizz really needs to rethink the talent since it runs counter to so many other priorities in raiding.
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12/06/08, 2:19 AM
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#24
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Glass Joe
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What is the feasibility of using traps on fights in our rotation? Standing the minimum 5 yards from patchwerk and doing our normal rotation while stepping in during an explosive shot GCD refresh to get in position and drop immolation trap and stepping out during immolation trap refresh. For the cost of a GCD, we could get 3-4k dmg off our immolation trap with we have trap mastery as well as having lock and load guarantee proc every 30 seconds.
EDIT: Just shot dummies in ogrimmar at minimum range. and found out you can place immolation trap down without having to move for it to activate. With glyph of immolation, we'd be replacing a steady shot with a ~5k+ immolation trap + L&L procs.
Last edited by Korvek : 12/06/08 at 2:41 AM.
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12/06/08, 2:59 AM
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#25
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Von Kaiser
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Originally Posted by Korvek
What is the feasibility of using traps on fights in our rotation? Standing the minimum 5 yards from patchwerk and doing our normal rotation while stepping in during an explosive shot GCD refresh to get in position and drop immolation trap and stepping out during immolation trap refresh. For the cost of a GCD, we could get 3-4k dmg off our immolation trap with we have trap mastery as well as having lock and load guarantee proc every 30 seconds.
EDIT: Just shot dummies in ogrimmar at minimum range. and found out you can place immolation trap down without having to move for it to activate. With glyph of immolation, we'd be replacing a steady shot with a ~5k+ immolation trap + L&L procs.
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You can, the problem is chancing eating a hateful strike.
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12/06/08, 3:04 AM
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#26
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Von Kaiser
Draenei Hunter
Lightbringer (EU)
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Yes, Ive tried this, and have found the range where you can shoot and place a trap within triggering range. However, and thats what I mentioned in the first post in relation to PoNE, for any Boss that moves even an inch you will have problems. If a trap you placed doesn't trigger because the Boss just moved a yard you've wasted mana and a GCD. I think any necesity to move will probably negate the benefits, but it's worth a try.
I did however in my long chats with mr. Dummy notice the damage per GCD for Immolation Trap and the L&L component too. It is a feasible rotation I think in terms of max damage, but if you can pull it off at Raidbosses...
Nice that a discussion is starting btw
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12/06/08, 4:18 AM
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#27
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Glass Joe
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Great that a survival discussion has finally started, i have always been mostly a BM hunter but with the new Dual Spec feature coming up i think it would be beneficial to be able to play both specs in a raid environment as we generally are short on replenishment classes oddly enough - with all the ret paladins running around who would have thought?
I have also done some testing on dummies with traps and found there is a few yards worth of leeway (about 2-3) on it but i would much like to test it on bosses with much larger hitboxes to see if the bigger hitbox makes it easier or harder to get a trap onto. From what i have found raiding the content thus far there is a fair few encounters that require raid stacking making sniper training somewhat not as useful as originally thought so that sitting close to the boss may be more beneficial as it allows you to *maybe* place traps and be in range of things like Tricks of the Trade, Leader of the Pack, Unleashed Rage etc that you wouldn't be able sometimes get standing at long distances.
That being said if Smoggers points about going into Imp Aspect of the Hawk is theorectically uneccessary being only an autoshot DPS gain seeing as our gear, specifically our tier 7 set is laced with haste and ofcourse that it is possible to stand at a distance where traps can go off as well as being able to shoot - perhaps a spec like or similar to this may be viable?: Talent Calculator - World of Warcraft
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12/06/08, 5:50 AM
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#28
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Von Kaiser
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That's why you itemize correctly and don't blanket yourself in so much haste to remove iaoth as a viable talent. Our tier7 is garbage and nearly every single slot that it would occupy has a much better alternative.
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12/06/08, 6:08 AM
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#29
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Von Kaiser
Blood Elf Hunter
Moonglade (EU)
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I would like to emphasize the value of Explosive Shot on single target dps. At least from what I have seen it seems quite a few of SV hunters are using Arcane Shot on single targets instead of Explosive.
Explosive Shot does RAP * 0.08 + 238 damage on minimum per charge so the total damage on minimum is 3*(RAP * 0.08 + 238) = RAP * 0.24 + 714, while Arcane shot does RAP * 0.15 + 492. Just from comparing the scaling part of the damage the tooltips show that Explosive does ~60% more damage than Arcane per cooldown. Add to this the added crit rate with T.N.T and the total damage difference will be even higher.
I went and tested this on the heroic target dummy in Silvermoon, it is far enough away for others so that Explosive's AoE part doesn't affect the results. I shot at the dummy alternating between Arcane and Explosive on the cooldowns, in total 400 Arcane shots and 1200 Explosive charges, until I got totally bored by it. The ratio of average damage of both normal hits and crits showed the same ~60% more damage for Explosive shot. In total damage Explosive did about ~80% more than Arcane, this is because of the higher crit rate. I actually had 12% more crits with Explosive than Arcane, but that might be just random because the sample size is only a few hundred for Arcane shot. Spec I had at the time: (2/18/51). I was hit capped wearing mostly level 70 gear and couple of level 80 blues, but using the cheapest arrows there is.
I have to say that I do not see a Survival build without Explosive being viable. Explosive is simply too much damage to the spec. The way I see it, Survival is wanted because of Replenishment and to get that you already need to spec 45 points into the tree + the points in Hunting party. So why not go all the way and get Explosive shot too?
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12/06/08, 6:33 AM
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#30
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Glass Joe
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Does hit rating affect immolation trap? I'm at the 8% hit cap but every now and then I still see my immolation trap missing the heroic training dummy. Is it possible that 8% hit cap is only for ranged attacks and 9% is for everything else?
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