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Home › The Downfall Handbook › Downfall Class Guides

Derchlon's Raiding Hunter Guide

Derchlon's picture

Derchlon — Tue, 09/01/2009 - 11:38

Before we get started, I want to refer all of you to some resources to help you before we get into the meat and potatoes of this guide.

1.  Shandara's Spreadsheet:  http://elitistjerks.com/f74/t30710-wotlk_dps_spreadsheet/
(This is a joint effort, and was formerly Cheeky's project.  This is the best indicator of stand still DPS in a controlled environment)

2.  Zeherah's Hunter DPS Analyzer:  http://www.femaledwarf.com/
(This is based on Shandara's Spreadsheet, but is Java based instead of Excel.  Its a little easier to play with, but is less accurate than Shadara's Spreadsheet)

3.  Petopia: http://www.wow-petopia.com/
(All the information you wanted to know about pets and pet selection.  When in doubt, the spreadsheet will tell you which is a higher dps choice)
 

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VOLUME I:  The Marksman Hunter
CHAPTER 1:  Basic Damaging Abilities

Each hunter specialization has its own unique primary damage source.  Beast Mastery has its primary damage from its pet, and Survival has its primary damage from Explosive Shot.  As a Marksman hunter, your primary damage is from Chimera Shot.

Chimera Shot does 125% weapon damage, so your ranged weapon's damage is important when considering if you're ready to be a Marksman hunter.  It triggers a different effect from each of your stings on the target it hits also refreshing it, but the main one we'll be concerned with is Serpent Sting's effect, other wise known as Chimera-Serpent.  Chimera-Serpent simply does 40% of your sting's damage, and has a chance to crit.  Chimera Shot and Chimera-Serpent will always hit at the same time, and together will be your hardest hitting shot.

Serpent Sting is not a shot per se, but is a constant DOT on your target.  As Marksman, Serpent Sting should always be applied to the target first before using Chimera Shot in order to maximize the number of Chimera-Serpents.  After the first application, there is generally no need to use it again, as Chimera Shot refreshes it on your target.  There are some situations you might want to manually reapply it however, more on that later.

Aimed Shot is your next hardest hitting shot.  It also has a 50% reduced healing effect on target, but that is rarely important in a raid environment.  Most important part about this shot is that it is instant, and allows you more freedom to move during boss encounters than sitting still for an addtional .5 seconds to cast a Multi Shot which uses the same CD.

Arcane Shot is under most circumstances next in the list of damaging shots.  This shot does Arcane Damage and is very useful being another instant cast that we can use on the run.

Steady Shot is most often your least damaging shot.  Under some circumstances if can do more damage than Arcane Shot, but at lower levels of Armor Penetration(ArP) it is still least in damage.

Silencing Shot is 50% weapon damage with a silence on target for 3 seconds.  This shot is NOT on the Global Cooldown(GCD), and should be macroed into at least one of your shots(I recommend Chimera Shot or Arcane Shot).  Silencing Shot can range from 1.2-1.5% of your total damage in a fight, so do NOT ignore this ability.

Auto Shot is ignored by most hunters, and is considered "that thing in the background that does damage when I'm focusing on my rotation."  Well, Auto Shot will be the majority % of your damage as Marksman.  Its very important not to forget that.  Auto Shot does NOT have a cast time of your ranged speed, it has a cast time of .5 seconds with a CD of your ranged speed.  More on this later.

The basic use of these abilities is in a priority.  Generally, the priority goes as such, with Auto Shot happening on its own.:
Serpent Sting > Silencing Shot> Chimera Shot > Aimed Shot > Arcane Shot > Steady Shot.

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CHAPTER 2:  Talents and Glyphs

Marksman hunters have some of the most freedom in placing talent points.  Some of these Talents are "required" while others are just extras.  For the sake of ease, I'm going to link a couple different talent specs and go from there.

http://www.wowhead.com/?talent#cxbZ0eAsRhzGIMtuqox00b
My current build with Imp Hunter's Mark.

http://www.wowhead.com/?talent#cxbZ0eVsRhzGIcguiox00b
A similar build without Imp Hunter's Mark.

http://www.wowhead.com/?talent#cxbZ0eAoRhzGIctuAox00b
An alternate build that assumes a high amount of ArP.

This part is not for cookie cutters, this is where we get into optional talents and when to pick them up.

Imp. Hunter's Mark:  If you are the only MM hunter in raid you must pick this up.  It is worth more dps per point than some of your later filler talents.  If there is another hunter in raid providing this talent, then there is no need for you to waste points here.

Imp. Barrage and Rapid Recuperation:  point per point, these are generally equal in dps value.  If you aren't having mana issues, fill up Imp. Barrage.  If you are, toss some points in rapid recoup until the mana regen is adequate.

Imp. Steady Shot:  This talent is generally the lowest dps value per point than your other options.  If you have left over points, toss them here.  This is the first place you want to cannibalize points from if you can.

Focused Aim:  Another optional talent.  If you're gear settup really has you starved for hit rating, tossing a point here can really alleviate some of that problem.  Take points from Imp Steady Shot if you can.

Trueshot Aura:  If you run a lot of 10 mans, this talent will probably be worth picking up if you have no other provider of 10% AP buff.  Is also useful to pick up on fights where melee has difficulty hitting things (think mim hard mode) to ensure a 100% uptime.

These talents give you options to play with, instead of sticking with a cookie cutter choice.  Play with them in Shandara's Spreadsheet to find which settups give you the most DPS for you gear set.

GLYPHS:

There are lots of options for Hunter Major Glyphs, but these are the only ones you should ever be using as a Marksman hunter.

Glyph of Serpent Sting:  This glyph is REQUIRED.  The extra 6 seconds of Serpent Sting results in a larger theoretical Serpent Sting total, and thus a harder hitting Chimera-Serpent.  Before glyphing anything else, this comes first.

Glyph of Chimera Shot:  This glyph lowers the CD of Chimera Shot by 1 second.  A good glyph as long you have 100-150ms latency.  If its any higher, using this glyph is practically wasting a glyph slot.

Glyph of Aimed Shot:  If you have the latency to handle Glyph of Chimera Shot, this is a nice glyph to use as well, since it lowers Aimed Shot by 2 seconds, and helps you keep an easier cycle of shots to remember.

Glyph of Steady Shot: Increases Steady Shot damage by 10% while target is afflicted with Serpent Sting, and with your target always having Serpent Sting up, its a net 10% Steady Shot damage.

Glyph of Hunter's Mark:  You may need to do your own calculations on this one.  If you don't have Imp Hunter's Mark, don't even think about this glyph.  If you do, take the following into consideration:  How many hunters do you have in raid?  Find out how much dps per point of AP they gain, multiply by 100(amount of extra AP from the mark), and add them together.  If the DPS value is higher than any remaining glyph, pick this one up.  Formula below.(Hunter A's dps per AP x 100)+(Hunter B's dps per AP x 100)+ ... +(Hunter Z's dps per AP x 100) =Total approximate raid dps gained from this glyph

Glyph of Kill Shot:  Reduces the CD of Kill Shot by 6 seconds.

Glyph of Rapid Fire:  Increases haste by 8% more during Rapid Fire.  Rarely ever worth the slot.  Consult the spreadsheet to be sure.

Glyph of the Hawk:  Increases the haste effect of Imp Aspect of the Hawk by 6%.  An excellent choice in glyph if you have points in Imp. Hawk.

When in doubt about which glyph to choose, CONSULT THE SPREADSHEET.  It is the best way to determine which will be the best choice.

 

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CHAPTER 3:  Consumables

COMING SOON

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CHAPTER 4: Use of Strategic Abilities

COMING SOON

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CHAPTER 5:  Advanced Tactics

COMING SOON

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