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Posts Tagged ‘global cooldown’

Hunters have a priority list of shots. Whenever our global cooldown finishes, we choose the best available shot, and fire it. Here’s the question: what’s the best way to fire your next ability as soon as the cooldown is available? Wait and press the key, or spam the key as fast as you can? (more…)

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Hi folks! This week, Frostheim and Euripides discuss the new hunter cooldown in Catalysm, the WHU BBQ, poetry, and a bunch of listener questions and emails

Here’s the site where we host our shows live.


As always, here is the iTunes store link, the Hunting Party Podcast feed, and the direct XML feed. If you email us comments or questions, we’ll read them on the next show. Send an email to huntingpartypodcast@gmail.com. Also, we love iTunes reviews. So please drop by iTunes and mention what you thought of the show.

If you don’t do syndicated podcasts, and just want to download this week’s MP3 and play it on your player of choice, click here. (more…)

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Digging through the blue posts on fury warriors (haha, no, actually Shaedon over at the Hunter’s Refuge posted about this) I found this gem of a hunter tidbit from Ghostcrawler:

Lowering the GCD is as close to anything on the never list. We will possibly do it for hunters, but that is because their resource system is going to prevent them from ever spamming multiple buttons at once (in the same way rogues have a lower GCD). Even with rage normalization there are going to be times when a warrior is at 100 rage and can unload with multiple attacks at once. The GCD is there for a reason, partially for game balance and partially to keep the server – client communication from getting gummed up.

That just makes sense. Our 1.5 second GCD that doesn’t get reduced by haste is currently a necessity, but once we’re more constrained by focus, then they can give us the same kind of GCDs other physical classes get.

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**Note: much of this post is reused from the last version, but the comments there were left over several patches, so I’m updating it and reposting.

0/15/56 is the survival spec that gets me the most DPS. Lets go over the basics, and why I took (or didn’t take) things.

In general, you want to take things that increase your ability to DPS at range or with a pet, but not in melee. Also, each point should generate as much DPS as possible. Open up the wowhead talent calculator and follow along. (more…)

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edit: This post is outdated- all the relevant and recent advice is here.

Here’s the first in a series of guides I’m planning on writing about marksmanship. Today, we go over the rotation. As always, it’s more of a priority list than a rotation, but it certainly feels simpler than survival did.

First thing you need to determine is whether you’re expected to provide silences. If you aren’t, go ahead and macro silencing shot into something like steady shot so it will fire about every 20 seconds (its cooldown). It’s a really weak shot though, doing half an auto-shot, so if you forget, you’re not losing too much performance. If you are expected to silence something, make sure you take it out of your macro and have it on a bar somewhere with a keybind. It’s off the global cooldown, so you can use it right when you need it.

Now for the rotation itself:

  • Serpent sting: you always want to open with this, and never fire it again unless you’ve let the damage over time expire. If the sting is expired, this has priority over everything but kill shot. Without it, your largest shot is half useless.
  • Chimera shot: this is the largest shot you have. If the serpent sting debuff is up, use this before anything. It hits hard, and when you hit a target with your serpent sting on it, it will instantly do 40% of the total serpent sting damage.
  • Kill Shot: all other rotations (SV, and BM) should use this first if it’s available, but for Marks hunters (unless you’re in top end ArP gear), this actually does less damage than chimera shot.
  • Aimed shot: less important than chimera shot, instant, has a healing debuff that’s almost never relevant for PvE. This shot triggers piercing shots (our bleed talent), but can’t be used if you use multi-shot as they share a cooldown.
  • Arcane shot: this can be used while moving, deals arcane damage, and ignores armor. The fact that this is magic damage is important on some fights. As for whether to fire an aimed before arcane, it all depends on your stats. I would run both rotations through the DPS spreadsheet and see which gives you more DPS.
  • Steady shot: Our weakest shot, but one of our only non-auto shots that is affected by armor penetration. You can’t cast this while running. It’s the lowest priority shot.

That’s the priority list. Now we get to the hard part- cooldowns. You have rapid fire on a 3 minute cooldown that will regenerate a bunch of mana (from the rapid recuperation talent), you’ve got readiness on a 3 minute cooldown, and you’ve got kill command on a 1 minute timer. Rapid fire will not trigger a global cooldown, but can’t be cast while you’re recovering from one.

Since you can always count on most bosses taking longer than 3 minutes to fall, you should try to use a rapid fire, readiness, and another rapid fire as soon as you’ve lost enough mana [edit: leaving a couple seconds in there for the kill command to get fully used by the pet]. If you have so much mana floating around in your raid composition that you never go OOM, then just use the first one either early, or during the heroism/bloodlust if it will be early enough for you to get a second readiness off at the end of the fight. Once your first one is gone, save the readiness until the boss is under 20% (unless you have reason to believe that you will have close to a 10 minute fight, allowing 3 readiness uses). You can use the rapid fire whenever you want, but the goal of saving rapid fire until you are under 20% is that you will be able to fire a kill shot and chimera shot, readiness, rapid fire, and then fire another kill shot and chimera shot.

As for kill command, I macro it to all of my shots. Some people like to save it for specific times, but I feel that the lost DPS from waiting until the “opportune moment” to use it is more than the DPS gained by using it when it will have the greatest effect. Also, since my pet is mostly around to give me furious howl, I don’t really worry much about min/maxing his puny attacks :)

Timing your cooldowns is the only challenge here that’s different than SV- other than that, I find the shot priority list to be easier (since there’s no random procs of lock and load)

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Not going to go into much depth here because I haven’t done anything yet other than annoy a targeting dummy with my new MM rotation, but lets talk about the process of switching to MM. (more…)

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This post has been replaced by it’s updated version here. (more…)

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Everyone has an opinion about lock and load. It used to be the bread and butter of the trapdancing spec, and is now still an incredibly nice talent that’s well worth the points spent in it. What it does is proc from 20% of the ticks of black arrow outside its 22 second cooldown, providing you with a short window of time to fire off two explosive shots without causing a shot cooldown, taking ammo, or taking mana. In effect, you can fire three in a row. This post will go over how to use these procs. (more…)

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Well, my old UI wasn’t cutting it any more. I’ve ignored it as long as possible, and when 3.1 hit, I could ignore it no longer. 6 abilities that need to be woven around each other does not lend itself well to my old 1-2-3-4 SV keybindings. I’m also not willing to install any new addons! What’s a hunter to do? (more…)

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I covered the shot priorities list. Now it’s time for macros. Some of you are thinking “Macros? I thought you said not to macro shots, just to weave them manually based on what’s available and highest priority?”. This is correct! However, and I went over this in the last patch, it’s fine to take all your instant non-global cooldown abilities that you want fired as often as possible and macro those into your shots. No /castsequences, though. Those cost you DPS, and every time you post one on the internet, Chuthlu kills a kitten. (more…)

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3.2 edit: I’ve gone through this survival rotation guide and ensured that everything is accurate for patch 3.2. (more…)

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I was so excited about this post, I used two exclamation points in the title. That’s one over my budget, but I’ll just have to try and save one from another post sometime.

Well, the servers have been up and down like a toilet seat. I haven’t been able to play for long, and we couldn’t raid or anything, but I got my auctions up. Today I’m going to go over the raw changes to the hunter class and start laying the groundwork for how to hit top DPS in this patch. (more…)

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Sometimes you can’t trapdance. For example- I’m not comfortable running in and out of trapping range on dragons with cleave and/or tail swipe. It’s also almost not worth the run time with their large hit boxes and the fact that you pretty much have to get toward the middle to get a trap off. In addition, reading over my old posts, I realized that I was doing my math wrong for the number of lock and loads you can get per minute: assuming 24 second traps and the odd random sting proc, we’re looking at between 2-3 per minute on average. It’s still worth it on bosses with adds (like grand widow or noth), but barely worth it on bosses like maexxna and not recommended at all on kel’thuzad and the like. (more…)

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There are two perfectly functional hunter builds that you can use to magnify the effects of your explosive shots. One uses sniper training, the other uses resourcefulness to increase your lock and load procs (remember, these builds are baselines- spend the remainder of your points as you see fit). Both are viable and used by many hunters. Which you take will be based on your own style, but neither will last past the next patch.

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Let’s talk about Mana. In 25 man raids, you can usually count on there being enough ambient replenishment that you never need to worry about it. In fact, survival hunters contribute quite a bit to the mana cloud with hunting party. Take one or two points in it, but never more. Since you crit like a madman, a single point will ensure 75% uptime on average, and any other points will split hairs between 96% and 100%. (more…)

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