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Old 10/02/09, 9:46 AM   #3106
Soulshooter
Glass Joe
 
Night Elf Hunter
 
Kazzak (EU)
Hej guys! my status in guild is casual, so i am not raiding atm. I only raid some pugs and try to improve my gear as best as I can. Momentarely I am getting Crusader's Dragonscale Bracers - Spell - World of Warcraft done. You maybe have any advice what more to improve?

this is my armory link:

The World of Warcraft Armory

thank you

and also

I get aprox +50 dps more from femaldwarf if I put 2 points from Hunting party and 1 point from Expose weaknes and put the into Improved stings? so the new spec would be 0/18/53

what do you say about that?

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Old 10/03/09, 2:36 AM   #3107
zakaria
Von Kaiser
 
zakaria's Avatar
 
Dwarf Hunter
 
Grim Batol (EU)
I'm going to post the new PTR 3.3 patch notes since no one did.

Beast Mastery

•Mend Pet, Scare Beast had the mana cost of their lower ranks reduced.

Marksmanship

•Silencing Shot additional tooltip text - Non-player victim spellcasting is also interrupted for 3 sec.
•Aimed Shot, Arcane Shot, Multi-Shot, Serpent Sting, Volley, Hunter's Mark had the mana cost of their lower ranks reduced.

Survival

•Explosive Trap now burns all enemies for [ Ranged AP + 900 ] additional Fire damage over 20 sec. (Up from 900)
•Point of No Escape now increases the critical strike chance of all of your attacks on targets affected by your Frost Trap, Freezing Trap and Freezing Arrow. (Old - "Increases the critical strike chance of all attacks")
•Misdirection redesigned - The current party or raid member targeted will received the threat caused by your next damaging attack and all actions taken for 4 sec afterwards.
•Lock and Load now has a 22 sec cooldown. (Down from 30 sec)
•Wyvern Sting, Mongoose Bite, Raptor Strike, Counterattack, Freezing Trap, Explosive Shot had the mana cost of their lower ranks reduced.
..and earlier Patch notes:
Pets

•Avoidance: Now reduces the damage your pet takes from area-of-effect damage by 30/60/90%, but no longer applies to area-of-effect damage caused by other players.

Last edited by zakaria : 10/03/09 at 2:49 AM.

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Old 10/03/09, 5:19 AM   #3108
rawboe
Glass Joe
 
Dwarf Hunter
 
Ysondre
Originally Posted by heritikyl View Post
Hunters only use Spell Pen for their PvP sets to get around resistances provided by GotW, Auras, etc. due to the majority of their damage coming from Explosive Shot or Chimera Shot.
It is not so much that the majority of our damage comes from ES or ChS, as it is that the entirety of our _burst_ comes from those sources. Burst is supposed to be bursty. When 25-50% of that burst is getting partially resisted, our damage flattens out in a predicatble, easy to heal through way.

Originally Posted by Furnurgler View Post
75 is the max for PvP hunters. This is suficient to counter resistances such as that given by Improved Mark of the Wild. 70 for most Pally resistances.
75 is a good number. 130 is another. You should gear for the biggest advantage against team compositions your comp is weak against. For example, if you're a survival hunter, and are having a hard time with shaman teams(that are using fire resist totem!! Not all of them do), you should get 130 spell pen to completely counteract fire resist. If you look around on Arena Junkies, you'll see top rated MM and SV hunters all have somewhere between 75 and 130 spellpen. Epic gems have made going a little higher less of a pain. BM is almost burstless to begin with, and much less reliant on magic damage(just arcane shot, maybe a sting or 2), and so they tend not to gem in this way.

The BEST source of spell pen, point for point, is the 35 spell pen to cloak enchant. In gem sockets, you're looking at a 1/1 conversion with agi or some other stat you value.

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Old 10/03/09, 10:46 AM   #3109
dvorjak
Von Kaiser
 
Orc Hunter
 
Spinebreaker
I am currently using this build Talent Calculator - World of Warcraft with one point removed from Resourcefullness and put into Improved Stings since I recently aquired the 2pc T9 bonus set. According to the spreadsheet, if I remove the point from Improved Stings and Aimed Shot and puts those points into 3/3 Resourcefullness and 3/3 Hunting Party I will see a 1dps increase if I replace Aimed Shot with Multi-Shot in my rotation. What would be the downside to that build and using Multi-Shot? I fell like I am missing something.

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Old 10/03/09, 6:36 PM   #3110
Aarow
Glass Joe
 
Blood Elf Hunter
 
Skywall
Am I missing something with point of no escape in the patch notes? The claimed new version is the version we have now, and the supposed "old version" is different. Does that mean it will maybe be going to a straight crit buff? Or is this just a big misprint all together?

As far as dropping aimed shot for MS goes I would not do it. Just because a spreadsheet gives you theory-crafted numbers that are better does not mean it's your best real world spec. The fact that aimed shot is an instant cast and can be fired on the run is more than enough reason to pick it up. Add to that the fact that it will not break CC and the debuff it applies makes it a must have for me. Fights like Faction Champions, Anub Arak, etc make it awesome. Especially if you run ten mans and do not always have that warrior/rogue.

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Old 10/05/09, 5:19 AM   #3111
Celfydd
Von Kaiser
 
Celfydd's Avatar
 
Blood Elf Rogue
 
Earthen Ring (EU)
Originally Posted by dvorjak View Post
According to the spreadsheet, if I remove the point from Improved Stings and Aimed Shot and puts those points into 3/3 Resourcefullness and 3/3 Hunting Party I will see a 1dps increase if I replace Aimed Shot with Multi-Shot in my rotation. What would be the downside to that build and using Multi-Shot? I fell like I am missing something.
There are 3 advantages beyond straightforward DPS that Aimed Shot brings over Multi-Shot.
  • Aimed Shot provides the Mortal Strike healing debuff.
  • Aimed Shot is instant and can therefore be used while you are in motion.
  • When you have CCed mobs around you cannot use Multi-Shot at the point where it is optimal in the rotation and will have to use Steady Shot instead.

Apart from this, it is generally a good idea to always use Multi-Shot in those places where you would be using Aimed Shot since there is often something else you can hit with it, which usually makes up the difference. Also, fewer buttons to press results in a smaller cognitive load, which seems like a trivial thing but can actually make a huge difference to many people.

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Old 10/06/09, 12:17 PM   #3112
Vøà d
Glass Joe
 
Blood Elf Hunter
 
Gorefiend
Also aimed shot benefits from the sniper training buff while multi-shot does not.

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Old 10/06/09, 7:42 PM   #3113
Grigori
Piston Honda
 
Grigori's Avatar
 
Human Paladin
 
Medivh
Originally Posted by Aarow View Post
Am I missing something with point of no escape in the patch notes? The claimed new version is the version we have now, and the supposed "old version" is different. Does that mean it will maybe be going to a straight crit buff? Or is this just a big misprint all together?
As far as I know, instead of doing what the tooltip says, PoNE currently gives you the crit bonus on all targets as long as you have something under the effect of your Freezing Trap/Arrow or Frost Trap. Therefore, you can freeze an add and get the crit bonus on the boss. I assume the patch note means that they are making PoNE do what the tooltip says.

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Old 10/08/09, 11:30 AM   #3114
sihyunie
Piston Honda
 
Dwarf Hunter
 
Bonechewer
I think the change to PoNE is that currently it increases crit chance of all attack (that means everybody, not just you) on the target if it's affected by one of the tree traps. The change will make it so that only your attacks will have increased crit chance, essentially nerfing it.

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Old 10/10/09, 3:44 PM   #3115
Sol Man
Glass Joe
 
Night Elf Hunter
 
Maiev
SV Shot Rotation

So what would be the best shot rotation now for a SV Hunter?

RF-ES-BA-SrpS-AiS-SS

Of course use KS when you get a chance. I've run the models with AiS and MS and they both are about the same with overall DPS, so I'm not sure which way to go.

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Old 10/10/09, 5:19 PM   #3116
mako
Don Flamenco
 
mako's Avatar
 
Blood Elf Hunter
 
<Bad>
Dragonmaw
Use Aimed shot if there is only one mob, or if you need the healing debuff. Use Multi if the attack will hit at least two mobs (iirc on faction champions multishot has the damage penalty though, so never use it there).

As far as the other shots go, I've been prioritizing serpent sting over black arrow due to 2t9. The rest is the same as your own.

It's called Bloodlust, not Heroism. What kind of pansy name is Heroism, anyway?
<Bad> Dragonmaw US
www.damnwesuck.com
12/13 [25] Heroic - Recruiting exceptional players.

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Old 10/14/09, 1:51 AM   #3117
jbrdbr111
Glass Joe
 
Night Elf Hunter
 
Feathermoon
Just curious, with the changes to the Tier sets it seems like ArP is more valued over haste. So knowing we usually try to get enough haste to reduce SS to 1.5 gcd, it seems to me that gimping some haste for more ArP is the way to go?

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Old 10/14/09, 8:31 AM   #3118
KraxisSingular
Banned
 
Blood Elf Hunter
 
Runetotem (EU)
My SSs are around 1.7 in speed, yet ArP remains miles ahead of Haste. Haste is just not very good for us regardless.

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Old 10/24/09, 7:15 PM   #3119
bule
Glass Joe
 
Night Elf Hunter
 
Borean Tundra
Tbh, its very dependent on how the fight goes, I had the same issue, but and it could be different comp, or RNG like in Northrend Beast range is a factor on Icehowl, getting the debuff from the worms and having to move. But that really isnt much of a difference from what I personally seen in my chats to be worried about. And being SV different procs etc do effect our dps.

Also for Lord Jaxx, more RNG factors. Its just being part the encounter.

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Old 10/28/09, 7:21 PM   #3120
Juneko
Von Kaiser
 
Draenei Hunter
 
Ysera
With my stats and being far below haste cap haste is still almost half what arp and crit are worth.

Has anyone considered forgoing haste completely and doing only 2 shots in between explosive shots? With gear available it's certainly possible to gear away from haste and have maybe ~100 haste rating at most. Gearing this way is preferable because of the poor returns on haste, and overall would be a dps increase naturally. This would put your steady shots at a 1.68 cast time, plus 3% from in raid if you have a ret paladin/moonkin. This means that if you had downtime on multi/aimed and dots that using 3 steady shots would delay your explosive shot by almost .6 seconds. Since my explosive shot does roughly 4.5 times the damage of my steady shot(and this also saves mana) it might be worthwhile to consider. Latency is also a factor, and could delay your steady shots even further.

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