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10/20/10, 9:42 PM
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#3226
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Don Flamenco
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Originally Posted by SLoPPYALieN
That might explain why I saw this multiple times last night with two Survival hunters in our ICC 10 man runs. It did this every single time I tried to use it to launch a frost trap on Blood Beasts... So yes, I saw this last night as well.
I saw it on other bosses too, but Blood Beasts was the one that I noticed it most due to trying to toss the trap 5 seconds before the beasts came out. The other hunter did say he was tossing his trap at 5 seconds as well.
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Definitely noticed this on pre-trapping before boss pulls
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10/21/10, 2:18 PM
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#3227
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Glass Joe
Blood Elf Paladin
Frostwolf
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It appears that the survival mastery is applying to engineering bombs and hand-mounted pyro rockets for those interested. I wonder what other unique applications it may have in its current implementation (vehicles?).
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10/21/10, 7:11 PM
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#3228
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Von Kaiser
Night Elf Hunter
Gilneas (EU)
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Originally Posted by Sorronn
Has anyone else seen the following bug with Trap Launcher?
Two hunters are in a raid. Hunter A hits trap launcher then immediately afterward hunter B hits trap launcher. Hunter B fires his trap. Hunter A's UI stays lit up but cannot fire a trap until the internal cooldowns wear off.
If anyone has seen this, have you also found any sort of workaround other than calling over voice chat? We have 2 SV hunters in our raid group and we may both be in the raid at the same time. If Trap Launcher is preferred to Black Arrow, this could impact our DPS unless we can find a workaround.
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Yep I have noticed that too, you can make it work again when you /cancelaura your Trap Launcher buff, after doing this it works instantly, so it might obviously be a bug.
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10/26/10, 8:12 AM
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#3229
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Glass Joe
Orc Hunter
Defias Brotherhood (EU)
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Great to see thread back open to discuss survival. I've written a Survival 4.0.1 guide but lack the post count to start the topic myself.
I really wanted to play Surv, though as most have reported, its pretty focus heavy,having to plan your focus use around the expensive Explosive shot, serpent sting,.and black arrow. This will hopefully be aided when we have access to cobra shot, but until.then it'll just.take some good focus management. The good thing about this though I guess is it'll seperate the great hunters from the good.
My thoughts at present: Open with explosive, followed by black arrow, followed by serpent sting. At this point we need to steady shot some focus back ready for explosive to come off cooldown. It's then a case of ensuring you have 44 focus ready for explosive shot cooldown, with more focus ready to reapply serpent and blackarrow. Whether to prioritize serpent sting over explosive - I am not sure whether the delay is worth the 10% additional damage. When lock n load procs, this is where I am uncertain of the best strategy. I am aware pausing isn't feasible due to the new 1sec GCD, and so we should attempt to weave in other (non arcane) instants. What shots to use varies on black arrow cooldown and remaining duration of serpent sting. If BA is on CD and Serpent has +6 seconds, what's the best plan of action? Kill command? Reapply serpent anyway? Perform an Explosive - Arcane combo?
The above is based on the buffs to explosive shot, and the unannounced buff to Black arrow reported in this thread.
The final thing to report on, is that reforging my crit to mastery once I achieved the hit cap and <1.5 steady shot cast resulted in a significant dps increase on a Target dummy.
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10/26/10, 12:38 PM
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#3230
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Von Kaiser
Night Elf Hunter
Stormrage
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Originally Posted by Duw
Great to see thread back open to discuss survival. I've written a Survival 4.0.1 guide but lack the post count to start the topic myself.
I really wanted to play Surv, though as most have reported, its pretty focus heavy,having to plan your focus use around the expensive Explosive shot, serpent sting,.and black arrow. This will hopefully be aided when we have access to cobra shot, but until.then it'll just.take some good focus management. The good thing about this though I guess is it'll seperate the great hunters from the good.
My thoughts at present: Open with explosive, followed by black arrow, followed by serpent sting. At this point we need to steady shot some focus back ready for explosive to come off cooldown. It's then a case of ensuring you have 44 focus ready for explosive shot cooldown, with more focus ready to reapply serpent and blackarrow. Whether to prioritize serpent sting over explosive - I am not sure whether the delay is worth the 10% additional damage. When lock n load procs, this is where I am uncertain of the best strategy. I am aware pausing isn't feasible due to the new 1sec GCD, and so we should attempt to weave in other (non arcane) instants. What shots to use varies on black arrow cooldown and remaining duration of serpent sting. If BA is on CD and Serpent has +6 seconds, what's the best plan of action? Kill command? Reapply serpent anyway? Perform an Explosive - Arcane combo?
The above is based on the buffs to explosive shot, and the unannounced buff to Black arrow reported in this thread.
The final thing to report on, is that reforging my crit to mastery once I achieved the hit cap and <1.5 steady shot cast resulted in a significant dps increase on a Target dummy.
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I'd think Explosive would always the chosen shot if available, for Survival. We're currently missing a key part of our rotation in not having CoS yet, which will eliminate the need to refresh SrS all the time. In beta, SV feels a lot smoother with having it.
And oddly enough, when I reforged my crit into mastery, once hit capped, I found that I was basically doing the same amount of damage. I basically gave something to get something, and it balanced out. Not really a gain, but not a loss either.
Last edited by Ebonleaf : 10/26/10 at 12:46 PM.
Reason: Added some clarification
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10/26/10, 10:31 PM
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#3231
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Bald Bull
Pandaren Hunter
Whisperwind
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Originally Posted by Duw
My thoughts at present: Open with explosive, followed by black arrow, followed by serpent sting. At this point we need to steady shot some focus back ready for explosive to come off cooldown.
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I can see serpent vs. explosive being debatable, but unlikely black arrow vs. serpent sting. Noxious Stings is really powerful and is certainly better to put up before a 24 second cooldown, if not a 6. Keep in mind that although Black Arrow is high DPCT, it is really low DPS, so it doesn't hurt to substitute a tick for something better.
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10/27/10, 3:45 AM
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#3232
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Glass Joe
Orc Hunter
Defias Brotherhood (EU)
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I was thinking opening with BA > Serpent more for the sake of procing LnL earlier, and since the 10% buff would only apply to maybe an autoshot if you applied them the other way around. I guess this for me is just at the start where you know you've got enough focus for both. Mid-combat I find myself prioritizing serpent over black arrow - and yeah I think you are right. Gaining 10% on an autoshot and black arrow tick is most likely more valuable than the chance of procing LnL 1 second earlier.
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10/28/10, 3:57 AM
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#3233
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Glass Joe
Goblin Hunter
Разувий (EU)
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You can use Trap Launcher before engaging, its throwing ability lasts 15 seconds. Then do Explosive-Serpent and throw ice trap. If it hits right place, you get L'n'L proc instantly.
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10/28/10, 5:25 AM
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#3234
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Glass Joe
Orc Hunter
Defias Brotherhood (EU)
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Maybe its worth me asking for clarification on traps then. Some mobs are bosses seem immune to some traps, or resist. What are the mechanics that govern this? I mean yes opening with trap launcher would seem ideal as long as it hits. I was thinking also, don't traps last 1 minute now? So for the pull wouldn't we be able to throw an immo trap early in time for black arrow to be off cooldown? Could a boss be affected by immo and BA simultaneously? If not perhaps some chaining could be done. Sorry I'm in work so can't investigate myself right now.
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10/28/10, 8:19 AM
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#3235
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Glass Joe
Goblin Hunter
Разувий (EU)
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Black Arrow, Immolation and Explosive traps share one cooldown (24 seconds with our talents). Trap on the ground lays for 1 minute so double-trapping could be possible. I don't use it myself though.
Some bosses resist traps, some avoid traps for a long time even though traps stay in their hitbox. I try to throw traps to the central point of boss plate on the ground and it mostly works.
I've got some troubles with trap triggering on Lady Deathwisper, but it might be only my curved hands as I only tried this technique in first afterpatch days on her.
Most other bosses and trash are good enough for me, yesterday I've hit .
Also, Ice trap with Point of no escape talent grants you 6% critrate so it worth using even if you forget about its LnL proc. It lasts 39 seconds on the ground so you won't need too often refreshes.
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10/29/10, 9:22 PM
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#3236
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Bald Bull
Pandaren Hunter
Whisperwind
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Has anyone taken a look at hunting party's 10% agility bonus and tried to match calculations to the in game character sheet? I think it's safe to that it is not a 10% multiplier of your total agility without it, which honestly makes sense because 10% here would be ridiculously over powered.
My in game character sheet data was as follows
1. Naked as BM: 178
2. Naked as Survival, 0 talent points (just Into the Wilderness): 204
3. Naked as SV, fully talented: 208 (with +4 in green)
4. Full gear minus my pants (to prevent the 5% mail buff): 2587
5. Full gear, all mail: 2981
Adding up the raw agi on my gear I get 2243 (215 on the pants). The only way I could resolve all of these is if HP is a 2% agility boost. Corresponding to the above I get:
2. 178*1.15=204.7
3. 178*1.15*1.02=208.794
4. (2243-215+178)*1.15*1.02=2587.638
5. (2243+178)*1.15*1.05*1.02=2 981.82465
TL;DR: Hunting party gives a 2% agility boost, not 10%, in addition to the raid buff. This is still a really good talent investment even if you don't need the raid buff.
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10/31/10, 5:43 AM
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#3237
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Don Flamenco
Human Hunter
The Maelstrom (EU)
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Originally Posted by Esoth
TL;DR: Hunting party gives a 2% agility boost, not 10%, in addition to the raid buff. This is still a really good talent investment even if you don't need the raid buff.
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Hunting Party was changed to give a 2% agility boost instead of 10% in Cataclysm Beta build 13189, which was put out on the beta realms a few days before 4.0.1 went live. So while the mechanic made it to the patch, the tooltip probably just didn't get updated.
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11/03/10, 7:19 PM
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#3238
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Glass Joe
Night Elf Hunter
Ghostlands (EU)
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Originally Posted by Ebonleaf
I'd think Explosive would always the chosen shot if available, for Survival. We're currently missing a key part of our rotation in not having CoS yet, which will eliminate the need to refresh SrS all the time. In beta, SV feels a lot smoother with having it.
And oddly enough, when I reforged my crit into mastery, once hit capped, I found that I was basically doing the same amount of damage. I basically gave something to get something, and it balanced out. Not really a gain, but not a loss either.
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This is my stats weights according to Femaledwarf, with 68.76% crit displayed and 19.35% + damage from mastery
| Stat | DPS | | Crit Rating + 1 | 1.645 | | Mastery Rating + 1 | 1.449 |
Removed all the crit --> mastery reforges, DPS gains per rating of both are around 1.56. and overall DPS increased by 50.
Oddly enough, with replacing Black Arrow with Explosive Trap, My SV DPS is 750 higher than my MM dps on spreadsheet. I tested it on Sindragosa 25 HC today, definitely feels better than in MM, Explosive Shot ticks made me happy.
I think right now, if you don't have Fal'inrush, Defender of Quel'thalas - Item - World of Warcraft, SV is probably better than MM in Raids. Of course, have to get used to throwing traps first 
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11/12/10, 7:37 PM
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#3239
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Glass Joe
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When combining Imp SrS and the Serpent Spread talent, is it taking 30% of 6s of SrS or is it taking 30% of the entire duration? I did some limited testing and didn't see a difference in the instant damage between 1/2 Serpent Spread and 2/2, which lead me to the previous question. Has anyone else seen this behavior? If not, I can complete some more thorough testing. I understand this combination of talents is possibly bugged right now, so maybe I'm seeing the effect of that.
The impact is, if you're shooting down aoe packs, you'll be casting multi as often as possible (probably more often than once every six seconds), so 2/2 Serpent Spread becomes useless in all but a select few scenarios.
Last edited by Sidis : 11/12/10 at 8:01 PM.
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11/15/10, 6:24 PM
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#3240
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Von Kaiser
Tauren Hunter
Ревущий фьорд (EU)
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My testing suggest that it takes 30% of the whole SS, rather then it's short Serpent Spread version.
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