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06/29/09, 10:07 AM
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#51
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Bald Bull
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Originally Posted by Lerastes
3) I lump them all because they're stats that are good for Hunters but that should never be gemmed for or what you should be basing your DPS on. You get plenty of crit from gear. This isn't meant as a be all end all theorycrafting for Hunter stats, just a basic description.
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The top DPS spec in the spreadsheet (last I checked) is the MM ArP build, which in fact relies on correctly gemming ArP to the correct level. As Whitefyst said, "Never say never."
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06/29/09, 10:47 AM
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#52
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Glass Joe
Night Elf Rogue
The Venture Co
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I wanted to echo and confirm the comments about IHM being a net dps increase. If no one else has it (or you are the only Hunter) and if you don't need to supply replenishment, an 0/18/53 or similar spec is a marginal dps improvement over 0/15/56 for you and for all other Hunters. [ I couldn't make an IHM + Replenishment spec with comparable dps, and would love to hear if anyone else has. ]
The problem with IHM (and the Glyph, other than it's a lower net dps increase than others) is when other Hunters overwrite it with non-improved. Coordination between Hunters is king here.
If this is intended as a guide, one thing you may want to mention are the differences between tier7 raiding and tier8 raiding, particularly in the amount of movement required. Ulduar is what made me switch from 6/14/51 to 0/15/56, because you move around too frequently to get off as many Auto Shots and Steady Shots, thus lowering the value of IAotH. You could stop moving for the split second it takes a Multi-Shot to fire, or just pick up Aimed Shot for an instant-cast on the run and make sure you can both move when you need to move, and fire a shot when it's ready to keep it on cooldown.
As you better learn the Ulduar fights, you don't need to move quite as much, but there is still a LOT more movement for ranged dps in Ulduar than in Naxx.
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06/29/09, 11:54 AM
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#53
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Glass Joe
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I think it would be nice if we could compile hunter information on a per boss basis. Aka, what you should keep in mind while doing each boss in Ulduar. I wouldn't mind helping out to put this together, however my Ulduar hunter experience is limited since I'm just switching over from my mage to hunter.
For instance, what rotation / spec to use for fights like Hodir / Vezax, what hunters should be ready to dispel on fights like Iron Council and using tranquilizing shot to dispel Molgiem's shield, etc. Pretty much, give tips on how to maximize dps / efficiency on a per boss basis and provide information on how hunter's can help the raid (dispelling, etc.). This would include what spec is best on a per boss basis, as well as what glyphs. A lot of this information can be found in posts already in this forum, but it would be nice to get this information all consolidated, as it would reduce the amount of repeat questions, etc.
Maybe a hunter with more experience could go through each boss and provide notes to get a list started.
Last edited by Rifk : 06/29/09 at 12:00 PM.
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06/29/09, 3:37 PM
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#54
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Piston Honda
Tauren Hunter
Cenarion Circle
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I already talk about gemming for ArP in the MM section. Same with IHM. Strategies for every single boss fight is out of the scope of this guide and can already be found on this forum and any Hunter worth their salt should be able to figure out how to manage a boss fight within the first few attempts.
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07/09/09, 2:39 AM
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#55
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Glass Joe
Draenei Hunter
Proudmoore
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i remember there was a addon that someone made, I cant remember the name or the post were i found it, but i tried looking for it, it is made to make it easy for surv hunters to know when the L&L procs. can anyone remember the name if it by chance? thank you
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07/09/09, 5:17 AM
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#56
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Glass Joe
Night Elf Hunter
Wildhammer (EU)
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07/15/09, 7:43 AM
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#57
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Glass Joe
Dwarf Hunter
Azuremyst (EU)
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I used to use power auras but can't seem to find an up-to-date version. At the minute, it's been auto disabled in my addons folder and shows up red. Does anyone know where to find an up-to-date version, cause I really miss it?
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07/15/09, 11:43 AM
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#58
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Glass Joe
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Originally Posted by gravemente
I used to use power auras but can't seem to find an up-to-date version. At the minute, it's been auto disabled in my addons folder and shows up red. Does anyone know where to find an up-to-date version, cause I really miss it?
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The current version is being maintained under the name "Power Auras Classic" and can be found at the link below.
Power Auras Classic - Addons - Curse
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07/15/09, 4:43 PM
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#59
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Piston Honda
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Originally Posted by gravemente
I used to use power auras but can't seem to find an up-to-date version. At the minute, it's been auto disabled in my addons folder and shows up red. Does anyone know where to find an up-to-date version, cause I really miss it?
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Put a check mark in the 'load out of date' options and WoW will let you load Power Auras. There's a line of code in addons that states which versions of WoW they're compatible with and when new patches come out some addon authors don't update if the new patch doesn't break anything, but WoW still sees the addon as being out of date even though its the current version and works just fine.
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07/16/09, 12:53 PM
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#60
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Von Kaiser
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1. Does anyone know of a good resource regarding procs that do/do not overwrite each other?
In particular, which of the following, if any, overwrite each other?
Furious Howl (320 AP, 20 sec)
Mirror of Truth: Reflection of Torment (1000 AP, 10 sec)
4pc set bonus: Precision Shots (600 AP, 15 sec)
Warrior: Battle Shout (548 AP, 2 min)
Call of the Wild (10% AP, 20 sec)
True Shot Aura (10% AP, all the time)
Rapid Killing (+20% Damage, AiS, AS, CS)
Improved Steady Shot (+20% Damage, AiS, AS, CS)
2. In light of the above, when is it recommended to deviate from normal rotations to take advantage of a proc or procs? Pop Rapid Fire or a Potion of Speed, etc.? I'm asking as a newly minted MM.
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07/16/09, 1:06 PM
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#61
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Piston Honda
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None of those overwrite each other. The only one that somewhat gets overwritten is True Shot Aura if you have a blood DK or enhancement shaman. As soon as the dk/shaman buff fades though True Shot Aura returns.
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07/16/09, 3:19 PM
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#62
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Piston Honda
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Originally Posted by Seoman
1. Does anyone know of a good resource regarding procs that do/do not overwrite each other?
In particular, which of the following, if any, overwrite each other?
Furious Howl (320 AP, 20 sec)
Mirror of Truth: Reflection of Torment (1000 AP, 10 sec)
4pc set bonus: Precision Shots (600 AP, 15 sec)
Warrior: Battle Shout (548 AP, 2 min)
Call of the Wild (10% AP, 20 sec)
True Shot Aura (10% AP, all the time)
Rapid Killing (+20% Damage, AiS, AS, CS)
Improved Steady Shot (+20% Damage, AiS, AS, CS)
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The list of abilities that don't stack is shorter:
- BoMight and Battle Shout do not stack
- TSA and Abom's Might or Unleashed Rage don't stack
Everything else stacks.
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2. In light of the above, when is it recommended to deviate from normal rotations to take advantage of a proc or procs? Pop Rapid Fire or a Potion of Speed, etc.? I'm asking as a newly minted MM.
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Haste in general is terribly implemented for Hunters after you normalize your rotation. As long as your steady shots are below 1.75 seconds (which they will be because of auto-shot inate haste) haste will literally only increase white damage and damage derived from white damage (IAotH procs, Wild Quiver, very marginally improved uptime on % based procs, etc.) Non-ArPen setups also require no haste above base, but again, you lose IAotH uptime and WQ procs if you run no haste at all. Generally speaking, you want to have up to about ~5% haste on gear just so latency doesn't hose your rotation and if you need to use Multi-shot over Aimed it won't delay your rotations (remember, Multi has a .5 second cast time, so having 5% haste will make your rotation have near perfect timing with 0 latency.)
Your rotation should be designed for your spec and take full advantage of things like ISS innately.
Non-ArPen = CS/Arc/AiS/SS/SS/Arc to CS/SS/AiS/Arc/SS/SS
Arpen = CS/AiS/SS*4
In non-Arpen Specs you do not pick up ISS because keeping arcane shot on CD will net you more damage than ISS procs at poor times or deviating the rotation can provide.
<other ramblings>
Because of this, you generally do not want to stack haste effects, but instead spread them out over as much time as possible. Spreading out haste abilities will cause more IAotH uptime, which increases QW procs, etc. On that note, never use speed pots. You gain 2-3 auto shots from them, best case scenario, and a Potion of Wild Magic can theoretically give you more damage. Ultimately a mana pot will be your best source of damage assuming you ever need to use viper during an encounter.
Last edited by dssurge : 07/16/09 at 3:34 PM.
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07/16/09, 4:32 PM
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#63
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King Hippo
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Originally Posted by Namarus
So out of all the damage you received you dodged what? 0.48% of it. Big deal, that is completely pointless. In your example increasing your dodge by 1% would have reduced the damage you took by 0.16%. An utter waste of time.
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Yes, but I also was not tanking anything either. And you also seemed to miss my point. It wasn't that hunters should try to increase their armor or dodge but that is an extra added benefit from agility (although small). I was replying to a post where someone said hunters never tanked and was merely pointing out that we do on occasion. Simple as that.
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07/17/09, 6:00 AM
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#64
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Glass Joe
Gnome Mage
Laughing Skull
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Originally Posted by dssurge
Your rotation should be designed for your spec and take full advantage of things like ISS innately.
Non-ArPen = CS/Arc/AiS/SS/SS/Arc to CS/SS/AiS/Arc/SS/SS
Arpen = CS/AiS/SS*4
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Has there been any calculations done as to the dps difference with the Arpen rotation listed, and one such as CS/SS*2/AiS/SS*2 ?
Benefits of the first rotation are that ISS procs always go to chimera shot, and that you would have a full 3 second window for movement while firing your instant cast shots.
Benefits for the second rotation would be that you could avoid ISS proc munching.
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07/17/09, 9:26 AM
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#65
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Bald Bull
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Originally Posted by Tipsey
Has there been any calculations done as to the dps difference with the Arpen rotation listed, and one such as CS/SS*2/AiS/SS*2 ?
Benefits of the first rotation are that ISS procs always go to chimera shot, and that you would have a full 3 second window for movement while firing your instant cast shots.
Benefits for the second rotation would be that you could avoid ISS proc munching.
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In a string of 4 steady shots, there is an 11% chance of more than one proc occurring. Thus, for the first rotation, the benefit of ISS is CSDam*.15*.89 = CSDam * .134 . In a string of 2 steady shots, there is a 2% chance of a double proc. Thus, in the second scenario, the benefit of ISS is CSDam*.15*.98*.5 + AiSDam*.15*.98*.5 = CSDam * .074 + AiSDam * .074 . Thus, this switch causes us to lose 6% Chimera Shot Damage for 7.4% Aimed Shot Damage.
Assuming that your Chimera Shot is doing at least 23% more damage than Aimed Shot, the first situation is better, just by looking at damage numbers, in addition to its other benefits.
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07/17/09, 11:10 AM
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#66
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Piston Honda
Night Elf Hunter
Der Mithrilorden (EU)
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Originally Posted by dssurge
Haste in general is terribly implemented for Hunters after you normalize your rotation. As long as your steady shots are below 1.75 seconds (which they will be because of auto-shot inate haste) haste will literally only increase white damage and damage derived from white damage (IAotH procs, Wild Quiver, very marginally improved uptime on % based procs, etc.) Non-ArPen setups also require no haste above base, but again, you lose IAotH uptime and WQ procs if you run no haste at all. Generally speaking, you want to have up to about ~5% haste on gear just so latency doesn't hose your rotation and if you need to use Multi-shot over Aimed it won't delay your rotations (remember, Multi has a .5 second cast time, so having 5% haste will make your rotation have near perfect timing with 0 latency.)
Your rotation should be designed for your spec and take full advantage of things like ISS innately.
Non-ArPen = CS/Arc/AiS/SS/SS/Arc to CS/SS/AiS/Arc/SS/SS
Arpen = CS/AiS/SS*4
In non-Arpen Specs you do not pick up ISS because keeping arcane shot on CD will net you more damage than ISS procs at poor times or deviating the rotation can provide.
<other ramblings>
Because of this, you generally do not want to stack haste effects, but instead spread them out over as much time as possible. Spreading out haste abilities will cause more IAotH uptime, which increases QW procs, etc. On that note, never use speed pots. You gain 2-3 auto shots from them, best case scenario, and a Potion of Wild Magic can theoretically give you more damage. Ultimately a mana pot will be your best source of damage assuming you ever need to use viper during an encounter.
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Haste surely is a bad stat and crit rating is vastly superior, but I have never seen a setup where crit is 2.5 times better than haste, so Haste Potions are superior to Potions of Wild Magic. Regarding chaining haste affects vs. stacking them there was some discussion in the Survival thread before. Because SV suffers more from delaying Explosive Shot than MM does from delaying Chimera Shot you should most likely stack them.
Originally Posted by Tipsey
Has there been any calculations done as to the dps difference with the Arpen rotation listed, and one such as CS/SS*2/AiS/SS*2 ?
Benefits of the first rotation are that ISS procs always go to chimera shot, and that you would have a full 3 second window for movement while firing your instant cast shots.
Benefits for the second rotation would be that you could avoid ISS proc munching.
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You can read alot about this in the Best possible DPS thread and the Marksmanship thread because there is more to this than just switching rotations, it depends on gear and talent spec as well.
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