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Luminaire's picture

Useful Links for hunters!!!1

Luminaire — Mon, 02/14/2011 - 22:41

Just a post for various link to heling hunter pve be it specs or rotations.

Great MM rotation guide for 4.0.6: http://www.youtube.com/watch?v=yfGVncSJ6WM

Guide pages 4.0.6 contain gemming, enchants, stat priority, talents, glyphs, and so on.

Elitist Jerks MM guide: http://elitistjerks.com/f74/t112408-[cataclysm]_marksmanship/

Elitist Jerks Survival guide: http://elitistjerks.com/f74/t110723-[cataclysm]_-_survival_hunter/

Elitist Jerk Guide to BM: http://elitistjerks.com/f74/t110880-[cataclysm]_beast_mastery_4_0_6_a/

 

DPS Analyzer: www.femaledwarf.com

Non-Heroic T11 gearset I came up with using femaledwarf: www.femaledwarf.com/?setting_id=20406

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Derchlon's picture

Hunters and their Keybinds

Derchlon — Thu, 07/22/2010 - 00:35

So I was just reading Saedo's post about gaming mice, and it reminded me just how MANY abilities hunter's have, and our need to use them in a raid environment.

I'll admit, that since I use a standard left/right + scroll wheel mouse, I manually clicked several abilities and cooldowns while raiding.  These abilities were situational abilities such as Trueshot Aura, Scorpid Sting, Viper Sting, MD, FD(I really really really wanted to bind this.  I did.  I promise), Tranq Shot, Aspects, Potions(outside my Nuke CD), as well as almost all of my pet abilities(For pet management, I didn't press a key, I manually pressed "pet passive" and "pet defensive").  I thought I would list for posterity what my key binds actually were for most fights, partly to reminisce and partly justify the future purchase of a full on double rainbow calliber gaming mouse when I finally return to raiding.  Some of these are kinda wonky for people used the the "1, 2, 3, repeat" style of play.  Mine is a bit more... feel oriented, and should there by not be taken as a priority list.  Instead, view it for what they are, a list of abilities that are easy to reach(mostly).

 

~ : Kill Shot
1 : Arcane Shot+Rabid+Kill Command
2 : Chimera Shot+Silencing Shot+Rabid+Kill Command
3 : Steady Shot+Rabid+Kill Command
4 : Aimed Shot+Rabid+Kill Command
5 : Serpent Sting
6 : [This slot varried a lot, and was generally my "go to" slot for the boss mechanic flavor of the week.  Otherwise, Concussive Shot]
7 : Volley
8 : Hunter's Mark (Truth be told, I rarely used 8 or 9.  I "felt" that they were too far to the right from my WASD.  I usually manually clicked HM)
9 : [I've forgotten what I bind here, because like 8, I rarely used it.]
0 : Readiness
- : Big CD NUKE--> Call of the Wild+Rapid Fire+Potion of Speed+any trinket I was saving for important fight moments like breaking XT's heart.

Middle Mouse : Disengage/Deterrence (depended on which was more important for the fight mechanic)

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

That is just a PvE list.  In order to play a hunter properly in Arenas, you need many many more macros.  I can't tell you how satisfying slaughtering the first rogue I saw after binding a /cast !Flare macro to the end of all my shots for a BG.  It just wasn't even fair.  Now imagine putting something like that more comprehensively on a mouse button... see where I'm going with this?

Anyways, I hope you guys have been pleasantly diverted by this insight into the Hunter.

 

 

 

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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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It has been a great run.

Roronek — Tue, 03/23/2010 - 18:56

Hey guys, I have been a part of this guild for almost a year now, I have raided with you guys since ulduar and It has been tons of fun. However, I think it is time that I stopped playing WoW indefinetely.

This might seem inopportune for Salmon (especially since it was in the middle of a raid), but I honestly did not get off on purpose. My internet cut out on me and is still wonky (I am typing this from my neightbors internet, which isn't good enough for WoW).  With my WoW subscription running out tomorrow I figure it was a sign to just stop playing at this point and not drag it out any longer.  I know I told some of Group 3 in Salmon that I would stick it out to the Lich King, but honestly I am not sure how long it will take us to down him and I am not sure if I want to pledge the money to play 9 hours a week any more.

I had some great times with you all and I hope to stay friends with most of you on Facebook. 

 

Good Luck and Have Fun,

Roronek, aka Cormac Prosser

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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.  :(

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Derchlon's raiding days are numbered.

Derchlon — Wed, 12/09/2009 - 01:29

As many of you are aware, I am heading back to school in January.  I have known for a while now, that I will probably have to quit playing wow, or at the very least cut back or eliminate raiding.  I discussed this with Garreth about a month ago, and he suggested that I continue playing until that time came.

3.3 has launched.  Kitten Brigade is looking for solid and CONSISTENT raiders.  I have already decided that I won't be raiding come January, but I intended to raid until then.  With 3.3, I feel this may be the best time to take my leave.  I won't be sponging emblems or loot from the raid, and you can gear up someone who would be able to continue raiding when January comes around. 

I am not abandoning you all, I will still be around if there is no one to fill my shoes.  Know that my presense won't last for long, and that I will be gone with the passing of the new year, so make your decisions appropriately for the next few weeks.

After school is over, I should be ready to raid again but I don't expect a spot.

 

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

 

To Kwon and Minorthreat:  In regards to our 3s team, I will likely keep my account active.  Please note, that I would not be able to do arenas more than 3 hours total PER WEEK.  I'm trying to make sure I don't screw this school thing up, but I don't want to leave you in the lurch.  We totaly destroy folks, its fun, and isn't time consuming.  I hope 3 hours a week is enough for you, otherwise you might want to replace me here as well.

 

If any of you have questions, or you want clarification on something, feel free to ask me in game or on vent I don't mind repeating myself too many times.  :P

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Old Macro to tie tracking to hunter's mark

Ghli — Thu, 12/03/2009 - 16:50

 

#showtooltip
/stopmacro [noexists]
/run for i=1,GetNumTrackingTypes() do local n, t, a, c = GetTrackingInfo(i); if string.find(n, UnitCreatureType("target")) then if t~=GetTrackingTexture(i) then SetTracking(i); end end end
/cast Hunter's Mark

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Imp Steady Shot vs Focused Aim

Derchlon — Sat, 10/10/2009 - 00:29

As I was mentioning earlier to the KB hunters, I'm starting to gain more of an appreciation for our Focused Aim talent (1% hit, plus pushback resistance per point).

The reason why I've decided to do this comparison with ISS(Improved Steady Shot), is due to the amount of hunters that pick up this talent.  ISS is generally your lowest dps gain per talent point, than any of your other dps talents, and many hunters would rather not spend talent points on something you can just get from gear.

First lets look at ISS.  The first point in ISS would give me 42.1 dps.  The second point in ISS is less valuable than the first, coming in at just a 26.45 dps increase.  The third and last point gains a meager 16.18% gain.  Per point that a hunter invests in this talent, the less value the next point will be worth.  Furthermore, the more frequently you have to move in a boss fight (most hardmode encounters), the less dps you'll gain from these ISS talent points, since you'll spend less time casting steady shot overall.

Next, lets consider Focused Aim.  Per talent point of Focused Aim, you are gaining 1% to hit (or 32 hit rating comparitively).  The dps value of hit rating, just going by my current numbers, is at 2.995 dps per point up to the hit cap of 8%.  This gives the talent a 95.84 dps value per talent point so long as you remain at the hit cap without going over.  However, most hunters worth their weight in a raid are already at the hit cap, so any points put into Focused Aim are wasted points.  There are other options though, and that means gems!

If you are gemming for hit rating, then you are losing straight agility in most cases.  The dps value for agility is 1.588 dps per point, coming to 31.76 dps per 20 agility gem.  2 points in ISS is worth 68.62 dps, but 2 points in Focused Aim gives you 64 itemization points, getting you close to 64 agility worth in gems (worth 101.64 dps total).  The difference is 33.02 dps in favor of Focused Aim.  Keep in mind, that the value of ISS drops even lower in movement fights, making the practical yield even higher. 

If you can some how shed your hit rating down to 134 to get the full effect of a third point in Focused Aim, you then trade a total ISS dps value of 84.8 dps, for a total itemization value of 96 agility (assuming you have the hit gems to remove), for a total dps value of 152.448 dps.  Your total from going from 3/3 ISS and 0/3 Focused Aim, to 0/3 ISS and 3/3 Focused Aim is 67.648 dps net gain.

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Hunter Replacement for Avoidance

Derchlon — Thu, 10/08/2009 - 00:21

So, currently on the PTR they are removing the avoidance talent (Reduces damage done by AoE by 75%), and giving our pets an innate 90% AoE reduction.  In the place of Avoidance, we are getting a new pet talent called Culling the Herd.  It reads as follows:

Culling the Herd: This pet talent has replaced the Avoidance talent in the pet trees (Hunter pets now gain that benefit automatically without expenditure of talent points). Culling the Herd increases pet and hunter damage by 1/2/3% for 10 seconds each time the pet deals a critical strike with Claw, Bite, or Smack.

3% for 10 seconds each time a pet crits with Claw or Bite is really good, so I did some spreadsheet work.  In my current gear, if this change were to go live, that is a 249.2 dps increase.

Personal gains may vary.  Here are the dps gains per KB hunter, just for fun:
Grasen:  230.39 dps gain
Luminaire:  255.5 dps gain

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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)
 

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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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