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Derchlon's Cataclysm Hunter Preview Analysis.

Derchlon — Tue, 04/13/2010 - 16:40

 

These are just
some of my thoughts on the Hunter Preview, and what it could mean for
the future of the class. I hope you enjoy.

My words are emboldened, so skip right to them if you've already read the Blizzard preview.



New Hunter Abilities

Cobra Shot (level
81)
: A new shot that deals Nature damage instead of Physical
damage. This ability will share a cooldown with Steady Shot. This
will give hunters an alternative to Steady Shot on heavily-armored
targets, and we will have talent incentives in the Beast Mastery tree
to make this a signature shot."

This is going to be the big utility shot that BM is getting. 
With the removal of ArP from gear, this shot will likely become more
useful than steady shot against plate/shield wearers.  Having
the option to go to this instead of steady will become part of the
decision making platform that Blizzard is going for in the new
expansion:  should I use Steady or Cobra on this target? 
By making it BM's signature shot, it gives Blizzard a great way to
buff BM by itself without buffing the pet exclusively.  This
ability could possibly make BM raid viable again.

-----------------------------------------------------------------------


Trap Launcher (level 83): When used, the next trap can
be shot to a location within 40 yards. This provides the current
Freezing Arrow treatment to all traps and, as a result, we will be
removing the current ability Freezing Arrow. 1-minute cooldown. No
global cooldown.

This is an ability that hunters have been asking for, since
before freezing arrow.  I love the concept, and could put some
strategy in our trap placement, possibly in raid situations, since we
won't have to sacrifice our movement to put them down.  For pvp,
this is a slight nerf in my eyes.  With freezing arrow gone,
that puts any trap use on a 1 min CD at range.  It's only
slight, because freezing trap is still a 30 second CD and
scatter/freezing will still be effective.  I like the possible
uses for this in raids, and the badassery of throwing snakes at your
enemy.

---------------------------------------------------------------------
Camouflage
(level 85)
: The hunter enters an obscured state that prevents him
or her from taking ranged damage. The character would still be
subject to melee or area-of-effect attacks, and dealing or taking
damage will break the Camouflage effect. The hunter can move and set
traps when under Camouflage, and will receive a damage bonus when
attacking while under Camouflage (which will then break the effect).



This is another ability that the hunter community was in love
with in Wrath Beta. However, I think this ability in it's current
form is fun but only marginally useful. The extra damage on breaking
could benefit raid situations slightly depending on it's cooldown,
and about as useful as Feign Death for PvP. Any AoE and any melee
break the effect, which leaves only ranged single target. It will be
very easy for almost any class to knock us out of it, with the
exception of maybe shadow priests. A way to improve it, without
changing what I see as it's core function, give it a AoE damage
thresh-hold. That way, one tick of AoE won't knock you out of it,
but more than 1 or 2 ticks, and it's gone. A question this asks,
does this mean I can't be charged from range if I'm camouflaged?

------------------------------------------------------------------------


Resource Mechanic Change

Here we come to
the meat of the upcoming hunter changes.

     

  • Hunters will no longer use mana;
    instead the class will use Focus. Focus generates much like Energy,
    by building up. It will not be affected by Intellect at all. Haste
    will improve its generation. Hunters will generate roughly 6 Focus
    per second, slightly less than rogues' Energy generation rate of
    around 10 Energy per second. Below, we have listed some examples of
    how we intend Focus costs to operate:

       

    • Steady Shot/Cobra Shot: No cost.
      Generates 9 Focus per shot (or 12 per second instead of 6).

    • Arcane Shot/Chimera Shot
      /Explosive Shot: 45 Focus.

    • Aimed Shot/Multi-Shot: 60 Focus.

    • Concussive Shot/Tranquilizing
      Shot: 35 Focus.

    • Rapid Fire/Master’s Call/Disengage: 30 Focus.

-------------------------------------------------------------

Now onto the shots, and focus. I'm really excited for focus,
as it gives the hunter class some needed reduction in ability
cooldowns, while making our shot selection more interesting. My
views on Steady/Cobra is that it will still be our filler shot to get
to our next big hitting shot like Arcane/Chimera/Explosive.

Here is where I noticed an interesting thing: Aimed/Multi Shot
costs more than our specialty shots. I'm wondering if that means our
Aimed/Multi's damage will change. Blizzard implied that hunters will
no longer have an MS effect on Aimed Shot in the Warrior preview, so
why make Aimed/Multi more expensive than our Big-hitting shots?
Perhaps Aimed Shot will become our new big-hitting shot, that we only
want to use situationally as a last second focus drop, possibly
setting up a Kill Shot. We have yet to see what they plan Kill Shot
to cost, and perhaps it will now function more like Execute, who
know.

Defensive cooldowns seem like they cost too much. I haven't
played with focus yet, so I can't say for certain, but based on the
shot costs, it seems like a hefty price. If Desengage and Master's
Call both required 30 focus, that means that in pvp I could not drop
below 30 focus or I'd be in trouble. Most hunter defensive abilities
are needed right away, not 5 seconds later. I think a 30 focus Rapid
Fire cost would be acceptable, especially if the increased attack
speed boosted focus regen enough to compensate. Which brings us
to... focus regen:

Haste, Talents, and Focus:
So Blizzard has made it pretty
clear that haste will help us regen focus, and there is little doubt
that some of our talents will help with either shot cost reduction,
or increased regen rates.(Efficiency, Thrill of the Hunt, etc) What
really isn't clear, is how haste will actually affect our regen of
focus. I think this is the most accurate guess, taken from WHU by
Haerich:



“Actually, I think the most likely situation on Haste is that it
will increase Focus generation exactly enough to match the reduction
that it provides to the GCD. Lets say that haste did not scale with
the GCD at all. Then as our haste improves, we’d still get no
benefit, as we would still be waiting on our focus to regen — it
would provide no throughput. If focus regen is scaled in the same
line that the GCD is reduced, then haste will operate in a 100%
understandable way… we can operate exactly the same as we do
without haste, but faster. We’d get more actions within one minute.
Instead of 40 GCDs of rotation we’d get 42, for example.

I think it’s far less likely that we’ll gain a greater amount
of focus from haste than what we need to support our standard
non-hasted rotation at the higher GCD rate. If it does, how will they
balance the value of haste to a non-hunter?

I’m currently planning that haste will make us “shoot more”
and “do more” but not that it will change what we do or how we do
it. Ignoring our talents for a moment (silly, but this is a quick
estimate) than using the current level 80 ratios if we have 192 haste
on gear, we’ll do everything 6% faster, with a shorter GCD. We’d
also gain 6.36 focus per second, or 12.72 focus per second from
steady. Our basic rotation will be exactly the same.

Again, this is just reading the tea leaves. But it makes sense,
it’s intuitive, it scales exactly alike for all classes. Seems
pretty likely.”

--------------------------------------------------------------------------
Changes
to Abilities and Mechanics

     

  • A major change coming for the hunter is the removal of
    ammunition. Guns, bows, and crossbows will now do damage without
    consuming ammunition at all. There will be no more ammo slot on the
    hunter’s character display. Any ammunition that a hunter has at
    the time of the change will become gray sellable items. Existing
    quivers will be converted into large bags -- though each hunter can
    only have one and non-hunters will not benefit from this change --
    and we will not be making any additional quivers.

I think they've made a huge mistake. There was so much
potential for what ammunition could bring to the hunter class from a
diversity perspective. You could have made ammunition a relic-like
slot with particular buffs to shots. They would be purchasable from
emblem vendors. You could have had ammunition that made Chimera Shot
physical damage, reduced focus cost of a particular shot, or possibly
even just as simple as cosmetic shot graphics. Lots of
possibilities, but they are throwing it all away for simplicity in
class balance. It's easier to make dps adjustments when you don't
have to worry about an extra source of possibly scaling dps. I think
an unforseen consequence of this, is that hunters will likely be more
dependent on a good ranged weapon than ever before, or at least until
the hunter can snag an entry level ranged weapon in the first
Cataclysm raid. Oh well, at least we get a large bag to use.

----------------------------------------------------------------------------

  • Pet management will also change. Hunters will now have two
    types of attainable pets: active pets and stored pets. Hunters will
    be able to have up to three active pets (perhaps five for Beast
    Mastery specialized players) and will have the ability to switch
    among these pets any time they are out of combat, without going to
    town. They will also be able to have a large number of pets in
    storage at the stables. In order to swap a pet from active to
    passive, a hunter will still need to visit their local Stable
    Master. However, this should afford ample storage for the many
    Spirit Beasts wandering the lands of Azeroth.

Basically, this means hunters have become Pokemon Masters. We
will now carry three pets in Pokeballs with us wherever we go. We
will also have 2 or more other Pokemon... I mean pets... in our
stable that we can trade around, but only have 3 available outside of
a Professor Oak's computer... I mean stable masters. Spirit Beast
collectors rejoice! You now have room to keep them all.

------------------------------------------------------------------------------

  • Additionally, hunters will now
    start with a race-appropriate pet at level 1 and will be able to
    tame a different pet at level 10. We are also changing many pet
    family abilities to provide important buffs and debuffs. The
    intention is to allow the hunter to be able to swap pets and fill a
    position if a certain role is missing from the group. The goal is to
    have all pets provide a damage increase that is very similar and no
    greater than any other pet. Some examples of the changes we are
    making to the pet families are listed below:

       

    • Wind Serpents: Will provide a
      debuff that increases the amount of spell damage taken by an enemy
      (similar to a weaker version of the warlock ability Curse of
      Elements).

    • Ravagers: Will provide a debuff
      that will increase an enemy's Physical damage vulnerability
      (similar to a weaker version of the warrior ability Blood Frenzy).

    • Hyenas: Will provide bleed damage
      (similar to a weaker version of the druid ability Mangle).

 

Pets at level 1 is okay. I
personally found it interesting to learn my class without a pet,
before “earning” the right have one. Now it is inherent. Not
really a harm to the process, but most current hunters will never
have to deal with this.

 

I like the idea of having the pets
fill in the missing important buffs and debuffs in a raid. Sort of
how they made fortitude scrolls, and drums of kings and the wild. If
you don't have the particular class to provide the buff, the hunter
can whip out the appropriate pet for the most additional raid need
that is not present.

-----------------------------------------------------------------------

     

  • Stings and other periodic effects will now benefit from haste
    and critical strike ratings. Hasted damage-over-time abilities do
    not lose duration, but instead add additional damage ticks.

Very nice change here. It should help us scale better.

  • Viper Sting will now restore 9 Focus every 3 seconds.

There is some speculation here. First of all, this shot would
be worth about 27 focus over 9 seconds of Viper Sting duration. That
is nice, but minimal. This may be a shot that we want to put up at
all times in pvp, just to maintain a solid focus flow. The
speculation is whether or not this will now be able to be applied to
non-mana using classes. My thoughts, are that it will still be
restricted to mana users and will maintain its mana draining
component. Still mostly speculation.

  • We are reinforcing hunters as a ranged class. To this end,
    the class will now start with ranged abilities at level 1, and we
    will be removing some melee abilities, such as Mongoose Bite.

So, we're still a ranged class. That's good news. Mongoose
Bite going away isn't going to make many hunters sad. What is
curious about this announcement, is what it could mean for abilities
like Counter Attack. Will they remove it? Will they combine it with
wing clip or raptor strike? Or will they just get rid of all of
those? I'm very anxious to see how they will implement the
removal/redesign of hunter melee options.

----------------------------------------------------------------------------


New Talents and Talent Changes

     

  • Beast Mastery hunters will have a new talent called Careful
    Aim, which increases the damage of the next Steady Shot or Cobra
    Shot, but also increases the cast time of these abilities. The
    intention is to make the combination of spells into a decent damage
    opener, especially in conjunction with the new ability Camouflage.

This seems like a way to give hunters more options for initial
burst, especially BM hunters. Plus, what else were you going to do
with a talent that relied on intellect? Seems like this ability
turns Steady/Cobra into old school Aimed Shots. I'd really like to
know how much damage Camouflage can add to shots when broken, before
I can pass judgment on this talent. So far, sounds like a decent
talent.

  • Beast Mastery hunters will also have talents that make Cobra
    Shot superior to Steady Shot, such as Longevity reducing the cast
    time of Cobra Shot to 1.5 seconds.

Again, reinforcing the idea that Cobra Shot will be the shot
used to hand adjust dps for BM hunters. This talent will very likely
be the very thing they will use to tweak the dps numbers of BM just
right.

  • Rapid Recuperation will cause Rapid Fire to give 20/40/60
    Focus immediately and will cause Rapid Killing to generate 3 Focus
    per second.

This is awesome. Rapid Recuperation will maintain a strong
position in resource regen for hunters in combination with Rapid
Fire. The 3 focus per second from Rapid Killing will be nice in
Battlegrounds, and for leveling. If the cost of Rapid Fire stays the
same, Rapid Recuperation will GENERATE 10-30 focus instantly, while
simultaneously increasing ranged attack speed. This could be very
fun.

  • Efficiency will reduce the Focus cost of Chimera Shot, Aimed
    Shot, and Arcane Shot.

The exclusion of Explosive Shot is telling. That either means
Survival hunters can't pick up both Explosive Shot AND efficiency, or
it's a way to discourage Survival Hunters from feeling like they have
to go into the Marksmanship tree. Hopefully full points in this
talent make them more than just 15% cheaper, but I won't hold my
breath.

  • Thrill of the Hunt grants Focus when you land a critical
    strike.

I think most people saw that coming. The focus granted
probably won't be very significant, but enough to be worth the
points.

  • Hunter vs. Wild increases the hunter’s Focus generation
    when his or her pet is snared, stunned, or rooted.

This means we probably won't have a Stamina to AP conversion
anymore. I can understand that, since Blizzard is trying to increase
the amount of health, and to keep a Stamina conversion would mean
they would have to cut back on other Survival tree damage talents or
abilities. The practical use of this new description is troubling.
Most people don't bother snaring, stunning or rooting pets, they
rather just focus dps them down if anything. If this talent implies
that other players will WANT to do those things to our pets, that
could be very indicative of how Arena/BG play in Cataclysm will go
down.

-------------------------------------------------------------------------


Mastery Passive Talent Tree Bonuses

Beast
Mastery

Ranged Damage
Haste

Pet Damage

This was pretty easy to guess. You knew they were going to
remove some pet focused damage abilities, and put them into Mastery
in such a way as you didn't feel like you NEEDED to get them. This
way, they're already incorporated into the Mastery
system.


Marksmanship
Ranged Damage
Armor
Penetration
Double Shot

I'm concerned about the inclusion of Armor Penetration as our
second Mastery level in the Marksmanship tree. The only reason ArP
was attractive on gear in late Wrath was because we could reach the
hard cap, significantly increasing our physical damage. Hopefully
they give us enough to make our physical shots do plenty extra
damage.

Double Shot sounds like the Hunter version of Shaman's
Lightning Overload(now Elemental Overload). That could be really
useful, but how will the Mastery stat affect this? Will it increase
the damage of the extra shot? Will it increase the chance to launch
the free attack? Most likely the later. If this is an interactive
Mastery proc, Marksmanship could become a very reaction based dps
tree.


Survival
Ranged Damage
Ranged
Critical Damage
Elemental Damage

Survival has always been about higher crit rates, so increased
Ranged Critical Damage is not surprising. This will likely be
replacing the Mortal Shots talent if it isn't simply in addition to
it. If it replaces Mortal Shots, then it will likely make all
hunters want to put spare points somewhere in the Survival tree to
pick up some crit damage.

Elemental Damage sounded confusing at first, but then it made
more sense. No, Explosive shot will not now do damage of every magic
school. What it means is that Explosive Shot, Immolation Trap, and
Explosive Trap will do more Fire Damage; Arcane Shot will do more
Arcane Damage, Black Arrow will do more Shadow Damage, and Snake
Trap will do more Nature Damage. I doubt this applies to stings, as
they were not included in the description. What is interesting is
the indication of Frost damage. Hunters currently have no frost
damage abilities, will the Survival tree pick up one?

-------------------------------------------------------------------------

Official descriptions of the three Masteries are below:
 

Pet Damage: Many of the passive benefits to pet damage will no longer
be available in the Beast Mastery talent tree. However, these will be
provided through the new Mastery mechanic.

Double Shot:
The hunter will have a chance to launch a free attack off of the
global cooldown for 50% damage.

Elemental Damage:
Hunter abilities such as traps, Black Arrow, and Explosive Shot will
do elemental damage of the following types: Improves the Arcane,
Fire, Frost, Nature or Shadow damage of abilities like traps, Black
Arrow and Explosive Shot.


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  • Derchlon's blog
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Derchlon's picture

Attn Aeolyn, it may be time.

Derchlon — Thu, 03/18/2010 - 21:29

This message is also benefitial to hunters who feel they are getting close to chasing armor penetration gems.

 

I ran your gear through some number crunching, and you might find it worth your while to gem full Armor Penetration and go Marksmanship.  While you currently get more benefit from agility than from ArP, you have the gem space to successfullly make the cross over into armor penetration superiority.

With gems, you can hit 914 Armor Penetration.  Get yourself a nice ArP stat stick(s).

I recommend http://www.wowhead.com/?item=51022 Off of Blood Prince 10 man.

If you can't get that, gun for dual wielding (26 agility on each):
http://www.wowhead.com/?item=50411 (Gunship 25)
http://www.wowhead.com/?item=50183 (Dreamwalker 25)

 

Picking up either of those puts you over 1000 ArP and in shape to do some really nice Marksmanship damage.  If you have any questions, feel free to ask.  Or go pester Lumi, I hear he's already doing it.  :P

Edit:  Changed the title, the caps looked menacing.  :(

  • Class
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  • Derchlon's blog
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Derchlon's picture

Derchlon's Raiding Hunter Guide

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)
 

-----------------------------------------------------------------------------------------

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.

-----------------------------------------------------------------------------------------

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.

 

-----------------------------------------------------------------------------------------

CHAPTER 3:  Consumables

COMING SOON

-----------------------------------------------------------------------------------------

CHAPTER 4: Use of Strategic Abilities

COMING SOON

-----------------------------------------------------------------------------------------

CHAPTER 5:  Advanced Tactics

COMING SOON

  • Class
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The Quest for 900!

Kwondre — Mon, 08/31/2009 - 10:51

I like to set goals for myself. For example, today's goal was to get through the morning (when I don't have work) unscathed to set myself up for the afternoon (when I DO have work). So this morning, I established a "goal for WoW 3.2". And that is as follows:

"Double my haste rating"

Sounds like a simplistic goal, but it's actually a good guide for maximizing my DPS as a Fire Mage as most of the pieces with haste tend to have other good stats for me as well. It's not a BIS list for sure, but it is my goal for this patch...

My current haste rating fluctuates from 400-500, depdending on several gear choices that I switch back and forth from. So let's just take the midpoint. Therefore, my goal for this patch is to get to 900+ haste rating (without gimping myself in other stats, or articificially forcing it).

I have researched and researched Rawr, and the loot tables and came up with this wish list of gear that will propel me towards my 900 Haste goal. It is NOT a BIS list…and several choices in there are only as a consequence of the other choices in there (think Quartz Crystal Wand)…but it is the Gear set that I'm going for as Fire. Check back here to see what pieces I've picked up and my progress on the road to 900+ Haste and Beyond!

The + Stats provided by this set of gear (enchants and gems included, base stats not) is as follows:

  • Stamina: 1096
  • Intellect: 1113
  • Spirit: 249
  • Spell Power: 2861
  • Hit Rating: 348
  • Crit Rating: 770
  • Haste Rating: 928 (effective), 856 (passive)

Below is the actual checklist. Wowhead only has the normal mode versions of some of these items. So, for now just assume the gear set calculation embeds stats from the highest level item of the same name.

This gear set would get me to 928 Effective Haste rating (using the optimized effective haste buff from my trinket) and an 856 passive haste rating all BEFORE raid Buffs. That would mean my Fireball cast would go down from 3 second casts to 2.15 seconds on an "effective basis" and 2.21 on a passive basis, pre raid buffs and heroism and speed

  • Head: [47761]
  • Neck: [47139]
  • Shoulders: [47758] (got 245 version)
  • Back: [47095]
  • Chest: [47603]
  • Wrist: [47585] (got)
  • Hands: [47762]
  • Waist: [47617] (got)
  • Legs: [47760]
  • Boots: [47194]
  • Ring 1: [47618] (got 232 version)
  • Ring 2: [47732]
  • Trinket 1: [45466] (got)
  • Trinket 2: [47182]
  • Weapon: [47815]
  • Wand: [45257] (got)

 

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KwondreUI

Kwondre — Thu, 08/20/2009 - 14:26

KwondreUI
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Dragon's picture

Brown is the new Pink

Dragon — Mon, 08/10/2009 - 20:32

I've been considering this off and on for weeks now, and I have been wondering how exactly I would write it when it came. So I guess the best thing to do is to "Tell ya what I'm gonna tell ya".

As I'm sure many people know or have been expecting, I am now officially retiring my paladin as a main. I realize this means that I sacrifice my raid spot on my paladin as well as a multitude of other things. I do plan on changing to my warrior as a main for those who see me on said warrior all the time this should not come as very much of a change.

Now I suppose some reasoning is in order for this, although it will occur in no particular order:

#1. It is no longer fun for me to play this toon. I logged in to help AFK with their raid tonight, and I just felt lathargic. There was nothing really I wanted to do persay, no drive or motivation. It felt like I was back in a grind, and not for the people, with whom I enjoy raiding greatly, but simply because of the toon.

#2. The nerf to damage. This is a class that I have played since December of '05 in some way or another, nearly all that time spent as ret. I remember the days of Vanilla when "dps" consisted of Seal of Command and white attacks to Current day with Exorcism, Consecrate, Crusader Strike, Divine Storm and Judgement. However in an effort to balance pvp, I have been watching our pve continuously take hits like an old boxer backed into a corner.

In this most recent patch, although we should have a minor dps increase on patchwerk like mobs of standing still, we are going to suffer a huge nerf when it comes to AoE fights (Freya, Razorscale, Kologarn, Auriaya, Thorim) and fights that require quick burndown or time off target (XT Heart, Hodir, Mimiron, Possible General).

I believe I have already reached a point where my warrior can keep pace dps wise as arms, and I am still learning new things (and getting new gear) every day in order to perfect arms. When I am high on rage, I have ways to burn it for more dps, paladins have no way to do this as ret.

#3. It is just no longer fun to play this toon. As I said, I feel lathargic when I play my paladin, wondering what I am going to do. It has reached the point where I dread logging into my paladin, and when I raid all I can think of is the time left until I can get back onto my warrior just because it is no longer fun.

There is plenty more that I can go into here if I wanted but I think I have gone on enough. So with that, I retire my class of 3.5 years to alt status, picking up holy as an offspec to replace my old pvp spec. We will see where this new road I am on takes me, but the road to warrior is a very interesting and interactive one.

With That,

Warrior LFG. Arms, Fury, Prot or PvP PST

P.S. I still will be available to help people with any ret or paladin questions they have.

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Dragon's picture

The random instance bashings of Intecepter Vol. 1

Dragon — Mon, 07/27/2009 - 11:58

I will try to keep a consistent log of my dps attempts on my warrior and how I perform when I dps in a given instance be it 25m or 10m from here on out. When necessary I will mark when given gear upgrades are recieved and when gems/enchants/specs/glyphs are changed.

Parses for the night: http://www.worldoflogs.com/reports/Ym9JbHp0G4j5lp60/sum/damageDone/

The data done by me (rough):


Intercepter  Naxx25 Parse Evaluation mALT 26July2009


Anub’Rekan

17 Missing Mortal Strikes given the time frame

1 Unused Taste for Blood proc (overpower)

4 Unused Sudden Death procs (execute)

1 Unused Bladestorm Proc (given the amount of time)

53.2% Uptime on Rend. Should be a lot higher, this means a lot of other missing thirst of blood procs and dot damage.

Grand Widow

13 Missing Mortal Strikes given the time frame

3 missing taste for blood procs

4 missing sudden death procs

1 unused bladestorm

66.9% uptime on rend

Maexnna

14 MSes not used

5 wasted TtB procs

6 wasted SD procs

1 unused bladestorm

62% uptime on rend

Instructor

First: Bladestorm=bad. Aggroed and add and it killed me

5 MSes not used

Yay every overpower offered was used

5 wasted SD procs

21% uptime on Rend

Gothik

No way to reliably check due to adds =/

Four Horsemen

Death due to intervene taunt

11 Possible MSes

3 wasted TtB

0 wasted SD

1 unused bladestorm

23.7% on rend

Patch

14 Possible MSes

3 possible TtB

2 possible SD

0 unused bladestorm

76% uptime on rend

Grobbulus

17 unused MS

2 unused TtB

0 unused SD

2 unused Bladestorm

59.5% uptime on rend

Gluth

19 MS

4 TtB

3 SD

2 BS

58.6% uptime Rend

Thaddius

27 MS

6 TtB

0 SD

3 BS

59.6% Uptime on Rend

Noth

(this one looks to be a heavy time on target issue)

23 Missed MS

2 missed OP

1 missed SD

1 missed Bladestorm

38.6% uptime on Rend

Heigan

(numbers shown will be higher than actually possible due to dancing)

19 MS

5 OP

0 SD

1 BS

50% rend uptime

Loatheb

18 MS

6 OP

1 SD

1 BS

65.4% uptime on rend

Sapphiron

Died to early for any useful data. Must reember to Try shooting the boss behind iceblock

Kel'Thuzad

Play very conservative moving out anytime frostblast was off cooldown so I did not bother checking parses here.

The Highlights:

The biggest things that I need to work on are as follows:

#1. I really need to increase my uptime on rend. I think it should almost always be in the 75%-90% range and it just was not there most of the night. That is costing me more Taste for Blood procs which allow for overpower.

#2. Wasted Taste for Blood, Overpower and Bladestorm chances. I need to play a lot more conservative with my heroic strikes so that I don't rage starve myself. I cannot leave these 3 hanging on the table as they are nice portions of dps.

#3. Works with #2, I need to minimize heroic strike usage as I often left myself too rage starved to use MS. Although getting a 100% rate on MS is impossible, most of the time I am missing too many of them for my liking.

#4. Need to call for more hands of salv that way when the tank goes kablooy I don't follow soon after. Fueling Horkina's corpse explosion does not increase my damage.

 

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Fjork's picture

WoW Useful Sites

Fjork — Wed, 11/26/2008 - 11:19

Drew up some info on Random Sites I use for info.  What do you use?

 

Overall:

 

 

http://www.wowwiki.com

Everything wow, no theorycrafting.  Just finished product.  Start here.

 

http://wow.allakhazam.com/

Forums, maps, and item database.

 

http://elitistjerks.com/f31/

Everything theorycrafting, instruction, gear-needs, and focus-testing.

 

http://www.wowhead.com

Forums, maps, and item database.

 

http://mapwow.com

Google maps?  Meet Azeroth.  Pretty cool.

 

http://www.thottbot.com

Forums, maps, and item database.

 

http://be.imba.hu/

Character auditor

 

http://www.warcrafter.net/

Character auditor and Wishlist Builder.  GOOD website.

 

http://www.wow-pro.com/leveling_guides/james_alliance_leveling_guide

Leveling guides

http://wowwebstats.com/4dj1lj5a5yw4e

Guild Parses!

 

http://www.bosskillers.com/

Guides for all w0w Bosses, instanced or not.

 

http://www.wowinsider.com/

Newsfeeds, guides, and introductions to classes.

 

http://www.worldofraids.com/

Newsfeeds, guides, and introductions to classes.

 

http://www.wowdb.com/

Forums, maps, achievement tracker, and item database.

 

THE TRUTH

The Truth, in graphic form.

 

 

 

 

Class:

 

Spec

Druid

 

 

 

http://www.themoonkinrepository.com/

Deep-Fried

 

http://www.emmerald.net/index.html

Kitty

 

www.tankspot.com

Bear

(Dodge the Estrogen!)

http://www.resto4life.com/

Resto

 

http://www.lightnatured.com/forum

Resto

 

http://druid.wikispaces.com/

All

 

http://www.codeplex.com/Rawr/Release/ProjectReleases.aspx?ReleaseId=12354

RAWR

 

http://thedruidsgrove.org/wow/

All

 

 

 

Hunter

 

 

 

http://www.tkasomething.com/

 

 

http://www.bigredkitty.net/

 

 

http://www.friendshatingfriends.net/ajp/sgsp/

 

 

 

 

Mage

 

 

 

http://forums.subcreation.net/

 

 

http://www.mage.wowmb.net/

 

 

http://www.manoutoftime.org/staticpages/index.php/tcom

 

(Thanks Everstar)

http://www.magegraf.com/

Calculator

 

 

 

Paladin

 

 

 

http://maintankadin.failsafedesign.com/

Prot

 

www.tankspot.com

Prot

 

http://retlol.mrgummage.com/index.php

Ret

 

http://cromfel.battlefield.fi/

Ret

 

http://retpaladin.com/

Ret

 

http://www.lightnatured.com/forum

Holy

 

 

 

Priest

 

 

 

http://www.lightnatured.com/forum

Holy

 

http://www.shadowpriest.com/

Shadow

 

 

 

Rogue

 

 

 

http://www.shadowpanther.net/

 

 

http://www.roguespot.com/

 

 

 

 

Shaman

 

 

 

http://www.lightnatured.com/forum

Resto

 

 

 

Warlock

 

 

 

http://wowmb.net/

 

 

 

 

Warrior

 

 

 

www.tankspot.com

All

 

http://www.tankingtips.com/

Prot

 

 

 

Deathknight

 

 

 

 

 

 

http://deathknight.info/

All

 

www.tankspot.com

Tank

 

 

 

Addons:

 

 

 

 

 

Good repository

http://www.wowinterface.com/find.php

 

 

http://wow.curse.com/

 

 

http://www.wowmatrix.com/

 

 

http://www.wowwiki.com/UI_FAQ/AddOns

 

 

http://ui.worldofwar.net/

 

 

http://www.wowguru.com/

 

 

 

 

Macros:

 

 

 

 

 

I heard it’s good, don’t know.

http://worldofwarcraftmacros.org/

 

Crashes a lot, good repository.

http://wowmacros.com/

 

The “Official” Guide.

http://www.worldofwarcraft.com/info/basics/macroguide-one.html

 

The Better Guide

http://www.wowwiki.com/Making_a_macro

 

A lot of useful macros.  Non-class specific.

http://www.wowwiki.com/Useful_macros

 

 

 

 

Hmmm……  Seems to be tanking/paladin heavy.

 

Well DUH!

 

Also, I neglected in my original post to properly credit maintankadin.com for many (almost all) of the sites I found and posted.  Credit given where credit’s due.


Help me out!  :D

 

 

 

*edit* Credits Given.  Updated with missing links.  Added Macro section.

 

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garreth's picture

Downfall Class Guides

garreth — Wed, 11/28/2007 - 13:54

This is a collection of user submitted guides relating to class mechanics and roles. We'll try to keep these updated as often as possible.

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What do you think about no flying for an entire expansion?
YES) It makes me feel more immersed in the game lore.
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YES) It encourages more PvP! (Please explain how in comments)
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9%
MAYBE) If you make all of my flying mounts able to be ground too.
8%
MAYBE) if ground mounts are sped up to 200% speed (or higher)
26%
NO) I don't have enough time when I'm on to be riding everywhere
7%
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