In the latest PTR build, cast times on Aimed, Steady and Cobra Shots have been reverted to their normal durations (they had previously been reduced by .5 seconds each). Also, Zeherah reports that the Explosive Shot buff affects the full shot.
Posts Tagged ‘steady shot’
Shot Changes on the PTR
Posted in Hunter, World of Warcraft, tagged aimed shot, AiS, cobra shot, CS, ES, explosive shot, patch 4.3, PTR, Public Test Realm, SS, steady shot, zeherah on October 17, 2011| 2 Comments »
Steady, Cobra and Aimed Shot Cast Times Reduced on the PTR
Posted in Hunter, World of Warcraft, tagged aimed shot, cobra shot, CS, HAiS, Hardcast Aimed Shot, PTR, SS, steady shot on October 3, 2011| 11 Comments »
We’ve received conflicting reports from the PTR on Steady and Cobra Shot cast times. Frostheim claims that our casted shots are “not changing at all” in the present PTR build; however, a thread over at the Arena Junkies forums asserts that cast times have been reduced by .5 seconds. Who is right? Well, according to my tests, the AJ thread is right. See my numbers on Steadies, Cobras and Aimed Shots after the cut.
Episode 101!
Posted in Hunter, Hunting Party Podcast, World of Warcraft, tagged 4t12 set bonus bug, aimed shot, cast time, cobra shot, Hunter, patch 4.3, PTR, steady shot on October 3, 2011| 1 Comment »
This episode, we get right back to your regular scheduled hunter programming. We barely have time to get over a third of the things that happened since our last real (non-drunken) show, and still managed to make a few factual errors. We talk about the 4t12 set bug, and it turns out that despite what we said on air, it actually allows hunters to fire more than one free shot. Also, despite Frostheim’s protests, the current cast time on aimed, steady, and cobra shots are indeed shortened by 0.5 seconds. In his defense, I made him turn off the PTR download during the podcast because it was making him sound worse than usual.
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…)
DPSCheck: 4.0.1 Shot Priorities
Posted in addons, Beast Mastery, Hunter, Marksmanship, World of Warcraft, tagged arcane shot, auto-shot, chimera shot, dpscheck, focus, hunter addon, hunter dps addon, hunter dps check, kill shot, missed auto-shots, missed shots, shot priority, steady shot on October 29, 2010| 10 Comments »
Hi folks, Pherra here. I just uploaded a new release of the DPSCheck addon to WoWInterface and Curse. This new version has the first pass at priority checks for Beast Mastery and Marksmanship builds, along with a new buff/debuff checking feature. The priority checks are designed to help your shot selection in any fight, while the buff/debuff checks are for maximizing your DPS over longer fights.
Lock and Load- We’ve Been Doing it Wrong!
Posted in Hunter, Survival, World of Warcraft, tagged aimed shot, black arrow, dps, explosive shot, lock and load, pve, serpent sting, simulationcraft, steady shot, weaving on March 4, 2010| 27 Comments »
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.
Mana Saving Macros!
Posted in Beast Mastery, Hunter, Marksmanship, Survival, World of Warcraft, tagged aspect dancing, aspect of the dragonhawk, aspect of the viper, dragonhawk, efficiency, explosive shot, kill shot, macro, macros, mana, oom, pve, raiding, regen, steady shot, viper on November 4, 2009| 17 Comments »
Mana management is not tricky. We all do it, and we’re all good at it. This post is going to go over a new macro that I believe could increase your damage throughput! (more…)
Taking Arcane Shot Out of your Rotation!
Posted in World of Warcraft, tagged aimed shot, arcane shot, armor penetration, arp, build, chimera shot, dps, DPS spreadsheet, efficiency, femaledwarf.com, focused aim, hawk eye, improved hunter's mark, improved steady shot, judgement of wisdom, Marksmanship, online dps spreadsheet, piercing shots, raiding, rapid recuperation, removing arcane shot, rotation, steady shot, trueshot aura, uptime on August 10, 2009| 7 Comments »
My paladin healers are busy guys. Between keeping my pet alive with splash heals from their holy light and actual heals that will bounce back to the tank through beacon of light, they’ve got a lot on their hands. That and I believe feign death is for pansies. Hunters were given a bubble for a reason!
All of this means that I’m lucky if they have time to judge the boss more than the strict minimum needed for their haste bonus, and that means judgment of wisdom‘s uptime can be fairly low. (more…)
Common Mistakes!
Posted in Hunter, Marksmanship, Survival, World of Warcraft, tagged agility, arcane shot, auto-shot, black arrow, chimera shot, common mistakes, dps, dps calculator, enchants, explosive shot, femaledwarf.com, gems, hit, Hunter, kill shot, lock and load, Marksmanship, online dps calculator, pet, pet talents, pre-raiding, pve, pvp, raiding, rapid fire, readiness, resilience, rotation, serpent sting, shot rotation, sons of hodir, spec, steady shot, Survival, traps, wow on July 27, 2009| 15 Comments »
“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…)
Hunting General Vezax!
Posted in Hunter, Survival, World of Warcraft, tagged aimed shot, arcane shot, aspect of the viper, aspect switching, bloodlust, chimera shot, damage per mana, general vezax, heroism, kill shot, mana, mark of the faceless, piercing shots, rapid fire, rotation, serpent sting, shadow crash, steady shot, surge of darkness, vezax on July 15, 2009| 28 Comments »
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…)
Marksman Rotation!
Posted in Hunter, Marksmanship, Resources, World of Warcraft, tagged aimed shot, arcane shot, chimera shot, cooldown timing, furious howl, global cooldown, keybind, kill command, kill shot, Marksmanship, rapid fire, rapid re, rapid recuperation, readiness, serpent sting, shot priority, shot rotation, silencing shot, steady shot, timing cooldowns on June 25, 2009| 40 Comments »
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)
From Survival to Marksman!
Posted in Hunter, Marksmanship, Survival, World of Warcraft, tagged aimed shot, arcane shot, aspect of the viper, build, chimera shot, dps, DPS spreadsheet, dual spec, efficiency, first draft, gcd, global cooldown, glyph of kill shot, glyph of serpent sting, glyph of steady shot, glyph of the hawk, improved hunter's mark, kill shot, macro, mana, marksman, mm, multi shot, raiding, rapid killing, rapid recuperation, serpent sting, silencing shot, spec, steady shot, Survival, sv, talent preview on June 17, 2009| 17 Comments »
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…)