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Posts Tagged ‘lock and load’

It looks like 4.3.2 will hold a nice change for SV according to MMO-Champion: Lock and Load will no longer consume Arcane Shots.  Kaivax embellished on this change and Blizzard’s thoughts on hunters in general in an informative post:

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Survival is changing for the better in 4.3.  Its DPS is going up both in relative and absolute terms, leaving it more appealing than it has been since its nerf after Cataclysm launched.  What is there to know about SV gameplay that might be different for returning hunters?

edit: The post now includes updates resulting from conversations held in the comment section.

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I started the Ability Spotlight series to shed light on commonly misunderstood hunter tools.  I imagined writing about abilities that are underused but useful, abilities that improve huntering at the margins.  However, as the hunter recruits to my guild and the hunter forums have shown me, even signature abilities can be persistently misunderstood.  That is why we turn to Explosive Shot (ES) this week, an ability at the core of the SV rotation but also at the center of a lot of misinformation and uncertainty.   (more…)

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Well, there goes my favorite bug: Phyllixia posted that explosive traps no longer provide a 100% lock and load on the first tick. The explosive trap bug was more of a trash hack- the only actual encounter it will really affect us on is the gunship, and that’s fairly roflstompable anyways. Also, rapid fire now consumes a global cooldown. It used to not be usable while you were on cooldown, but you could cast another shot immediately.

If you have rapid fire macroed with any other GCD ability, you should go and separate them now. Of course, since we’re all timing our cooldowns manually, I’m sure nobody has it macroed into their shots, right? :P

edit: Thanks to Cryptaas for pointing out in the comments that evidently, what they meant to say is that rapid fire apparently will now be firable even when you’re on a global cooldown. I am nowhere near a WoW client to test this, but it’s a change for the positive, if slight :)

Lastly- I promised a post yesterday that’s still in my drafts. It’s taking longer than I thought it would, but it’ll be a good one!

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edit: I can’t believe I missed this post on the same subject. Lyraat used raid parses, which are more subject to RNG than simulationcraft’s batches of thousands of simulated fights, however it uses the actual game engine.

Well, apparently I’ve been doing it wrong since patch 3.1 or something. The common knowledge of how to handle explosive shots during a lock and load is outdated.

Always wrong method: fire explosive shots so fast that the last tick is overwritten.

Old, and now wrong method: fire three explosives in a row, taking care to wait exactly 2 seconds between them so you don’t clip the DoT.

Right method: weave anything but a steady shot between your explosive shots.

In conclusion, we found that the long accepted best-practice of delaying shots under Lock and Load no longer maximizes DPS. Instead, the common simplification of only delaying for Steady Shots is closer to optimal. The difference between both tactics is small in practice.

This was tested by Pherra (same dude who’s writing the hunter DPS addon) in response to a question I asked over at epicadvice.

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Explosive trap is awesome. It has been buffed quite a bit lately and now scales quite nicely with our attack power, so I figured I’d write up a guide about how and when to use it. (more…)

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[edit: site is back up and running!]

Take a look at this post over at Matticus’s NoStockui. It goes over an addon called SurgeTrack, which can be configured to track those nifty procs that we have to watch for that can change our next action. Like lock and load or improved steady shot. Right now, I use power auras, but that took a fair bit of work to get going, and this comes out of the box with hunter presets.

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MMO-Champion posted additional notes on patch 3.3. Of interest, here are the hunter changes: (more…)

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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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“OK, I got aimed shot… What next?”

Hi guys, today we’re going to talk about speccing a hunter for arenas. I will concern myself mostly with 3v3 and 5v5, I will deal with both marks and surv but not beast mastery, and I will address pet talent trees at the end. (more…)

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It’s not showing up yet in the calculators, but survival might just have eclipsed marksmanship this patch. Marks hasn’t changed, but survival seems to have. Lock and load is proccing way more than it used to. According to some data from hunters on the survival thread at elitist jerks, each tick of black arrow has a 20% chance to proc lock and load when it’s not on the new internal 22 second cooldown. Also, frost traps do not cause the 22 second cooldown, however are certainly affected by it. (more…)

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You’ve all read the patch notes, here’s what’s important.

  • [Edit 10 aug 2009:] Kill shot no longer has a minimum range! Use when applying melee tactics.
  • All profession based PvE boosts get their performance increased for free, except blacksmithing and jewelcrafting. The extra gem slots and better JC only gems have to be bought somehow. Still, considering these are the top DPS of all the professions, it’s probably worth the cash.
  • Hit rating increases our pets’ expertise. The Draenei hit aura does not. FA seems to be giving about half as much expertise as it should.
  • Beast mastery got a free massive buff, but is still third behind MM and SV for non-gimmick raw DPS.
  • All entry level raiding (including heroics) drops emblems that will buy you Ulduar 25 level gear.
  • XT seems to be bugged and creating many more times the adds he normally does.
  • Yogg’s crusher tentacles have been nerfed. Once we down him, I’ll write the guide.
  • Survival hunters can lay a crowd control trap without losing black arrow now. This may lead to more lock and loads (assuming they’re triggered by adds)
  • Lock and load has an internal 22 second cooldown. This may negate the bonus from the extra traps.

Add to these in the comments, and I’ll edit the post.

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If you spend a lot of time on the popular forums, like the class specific ones at the Blizzard site or the class specific ones on arenajunkies.com, you will notice a lot of doom ‘n’ gloom posts about 3.2 not being too great for hunters, despite many people’s opinion, including Ghostcrawler’s, that season 6 was not good for hunters at all. Well, they’re partly right and partly wrong about 3.2. Most of the time, the patch notes reflect changes that can be construed in one of two ways: “Oh, sweet buff,” or “Shit, why are they nerfing that.” (more…)

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From Ahunkaluvin:

“I’d like a guide to what the common mistakes are. For instance, I have pretty fair gear and have tried to put most of your lessons to practice, but somehow I still get nowhere near the DPS(about 1600-1800) of my fellow hunters. OK, So I suck, but, WHY? (other than just general suckiness)”

I’m not the kind of guy to tell someone how bad they are- if they ask for help, that puts them ahead of 90% of the hunters who are (currently) surpassing them in DPS. (more…)

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There’s some anecdotal evidence over at The Hunter’s Mark about new lock and load rates. Did they go up or down with 3.1? Well, I am a big believer that the plural of anecdote is not fact, and that in order to measure something that’s supposed to proc  6% of the time from black arrow ticks (according to the tooltip), you need more than a few hunters in a few raids to get accurate numbers.

Specifically, you need to eliminate variables, and not count things that don’t matter.

In terms of counting things that don’t matter, for example, the uptime according to your combat log parser is not a relevant thing to track. If you take too long to get your three free explosive shots off, you’re increasing your uptime. There are very valid reasons to do this. No target, kill shot is up, or not allowed to DPS when it procs, for example.

In terms of eliminating variables, the best way to do that is also the best way to get lots of data. Don’t test this in a raid. To determine the real proc rate (per minute and per tick), we should use a target dummy and count procs.

I’m planning on pumping some rounds down range as soon as I get some time to myself, but we’re going to run Freya through the wood-chipper tonight, so don’t expect anything until after that. I’ll log the work and post my parse.

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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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