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Posts Tagged ‘serpent sting’

As was pointed out by Sev in the comments of my post about this, there is an addon that does everything I’m trying to force Power Auras to do for me. Utopia goes a step farther than I can, and knows the difference between not having an available buff/debuff, and not having it because it’s not available.

Of course, this is mostly for the raid buffs/debuffs you’re not responsible for. You’ll still want Power Auras or something like it for tracking procs and cooldowns, as well as for sting notifications.

Hear that? That’s the sound of two hours I’ll never get back being whisked away. Ah well, if I hadn’t posted about this, I’d never have been told about the addon.

Next up: I’m going to try to find some way of indicating on the enemy name plate whether targets I can see have serpent stings on them, and how much time is left. I’m betting tiny-plates has an addon for this…

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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 The common knowledge of how to handle explosive shots during a lock and load is outdated.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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It looks like people are seeing some interesting data on crit rating and serpent sting. If you have the 2t9 bonus that lets your serpent stings crit, apparently a mechanic that locks have known about for a while applies to us, as well. It looks like your serpent sting crit chance at the time of application gets refreshed (along with your %damage buffs like tricks of the trade and the 2t10 bonus) when you refresh your sting with chimera shot.

Does this mean that marks hunters should be popping a wild magic potion when they get trinket procs that increase their crit? I’d guess. If I could code, would I code an addon that shows us a live crit% somewhere so we could maximize our sting damage? You bet. Will I continue to ask myself rhetorical questions for the purpose of informing readers? Nope.

This post was written at 5:21 PM on a Friday. From work. I make no other excuses for my bad jokes.

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At this point, it looks like that despite what the patch notes say, the two piece tier 9 bonus is still not critting like a physical attack. [edit: thanks Frost!] It does work with mortal shots, however. Update for sep 24th: They did something last night- everything is now working properly. Serpent sting is now critting like a physical attack and getting the benefit from all the crit magnifiers.

I forgot to mention when I wrote this, however, that kill shot is now back to sharing a minimum range with all other ranged attacks.

Also, the promised abyssal shatter never made it into the patch notes or trainers.

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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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This is my first hard mode guide. Last night, I was invited to raid Ulduar 10 with the clique after we had to cancel the 25 due to an unfortunate coincidence of real life stun-locked healers. We can raid if we have to sub in DPS or tanks, but offspec healers won’t cut it. The instance ID had only General, Yogg, and Algalon left. We elected to do General and Algalon, however we didn’t finish Algalon off before he decided to end the universe. His guide will have to come some other day :) (more…)

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I found some information that has nothing to do with patch 3.2, however is still true in this patch as far as I know. Okay, we know that marks hunters’ stings get refreshed by our chimera shot. We also know that every time it’s refreshed, your attack power at the time of refresh is what determines how hard the sting (and the sting portion of the chimera shot) hits.

You may not have known that in order to take advantage of a “+% damage” buff (only four in the game for now; Iron Council, Thaddius, Malygos, Vezax), you have to manually refresh your sting with a serpent sting, not a chimera shot, to get the advantage.

Now I’ll bet you didn’t know that if you do this, the +% damage remains in effect even after you refresh your sting with a chimera shot. That’s right, as long as you’re able to keep your sting up, you will get whatever bonus damage, even after the original buff expires.

Another thing you probably don’t know: the tricks of the trade buff works the same way. If you refresh a serpent sting manually, you can keep the +% damage as long as you can keep your sting up.

I have to go write an overture in my guild’s rogue forum. I’ll post more about patch 3.2 later.

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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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Today I’m going to talk cookie cutter glyphs and specs for marksmanship hunters. That’s right, specs plural. There are a myriad of viable builds for marks, and I was rather overwhelmed when I made the switch. (more…)

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Today I’ll be going over General Vezax. This fight is easy for most appropriately geared raid groups, and aside from one twisted mechanic, is basically a low risk tank and spank. (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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I’m going to go over misdirect today because there’s a few subtleties that some people may not know. (more…)

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

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I was reading this thread on elitist jerks, and it looks like at high levels of T8 Ulduar gear, marksman hunters can produce more DPS (modeled) than survival hunters. From the first post:

Best MM Template:

Total DPS: 7741,32
Hunter DPS: 6636,55
Pet DPS: 1104,77
AP: 8010
Crit: 57,37%
Hit: 100%
ArP: 282
Shot Queue: KS/Sp/CS/AS/AiS/SilS/SS
Spec: 7/57/7
Race: Orc
Pet: Wolf

Best SV Template:

Total DPS: 7685,66
Hunter DPS: 6488,33
Pet DPS: 1197,33
AP: 9373
Crit: 62,71%
Hit: 100%
ArP: 287
Shot Queue: KS/ES/BA/Sp/MS/SS
Spec: 6/14/51
Race: Orc
Pet: Wolf

Obviously this is for comparison purposes only, however note that the SV spec being used is one that maximized personal DPS at the expense of mana efficiency and replenishment. This is not the build usually taken by hunters in guilds learning Ulduar, when many kills will be close to the enrage timer.

I suspect that this is due to two large factors. Marks hunters get more of a benefit from the massive quantities of armor pen in Ulduar than survival hunters because explosive shot already ignores armor [edit: MM's 51 point talent shot also ignored armor, however MM has more damage that's effected by armor penetration], and because the two piece tier bonus is a miniscule DPS boost for survival, and a decent one for marks.

Until you have lots of armor pen and at least the two set bonus, I would bet that MM is still behind SV. Regardless, marks doesn’t bring replenishment and you may be required to raid with SV for that.

I’m a notorious spec philanderer- I’ll use whatever is the most raid DPS. Maybe it’s time I go and figure out how this whole marksmanship tree works… Finally! A use for dual spec!

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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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