Monday, August 29, 2011

Is this the end.......? nah I doubt it

I don't like this at all but it seems I have lost interest in wow more than I expected after my vacation. Actually this is quite normal if you consider that the only things I was doing last weeks was drink, eat, swim and sleep. So I will probably prolong my current state for as much as I can.

Thank you all for supporting and favoriting this blog. Obviously it wont be forever but it feels nice before dragging myself back to wow again.

After all once a gamer.....always a gamer!!!!

Till next time Happy Hunting everyone :)

Sunday, August 14, 2011

Am I doing Rotface Right?


Rotface

If Festergut is the Patchwerk of ICC, then Rotface is the Grobbulus. I hate Rotface with a burning rage that is nearly as great as my hatred for elves. This fight is all about ooze management and good burst DPS at the last 20% when the oozes are going crazy.

Monday, July 18, 2011

Script Revision 4225 - Sumilion

r4225 | sumilion | 2011-07-17 13:26:17 -0500 (Sun, 17 Jul 2011) | 1 line
* [Hunter] Longevity

The talent used to work for the hunter but not for the pet. Even though this talent worked for Bestial Wrath and Intimidation but didn't work for the pet skills.

Script Revision 4211 - Sumilion

r4211 | sumilion | 2011-07-15 18:46:29 -0500 (Fri, 15 Jul 2011) | 1 line
* [Hunter] Explosive Shot - fixup when reapplying

The refresh of ES debuff was positively bugged. When you refreshed ES with another ES during lock ann load you were causing additional ticks.

Script Revision 4058 - Sumilion

r4058 | sumilion | 2011-06-29 17:42:51 -0500 (Wed, 29 Jun 2011) | 1 line
* [Hunter] Feign Death - breaks when casting a spell

There was a problem when you used this spell while you were already casting a skill. The Feign death ability was going in cooldown and did become active again until you relog.

Friday, July 15, 2011

Can Beast Masters raid?

By  Brian Wood
 
Beast Mastery is the beloved hunter spec with the strongest and most protective of followers. While a BM hunter was a rare thing to find back in vanilla, BM saw a terrific boost throughout Burning Crusade and the beginning of Wrath of the Lich King. For years BM enjoyed the incredibly rare status of being an excellent spec -- if not the best spec -- for soloing, leveling, pvp, and raiding.

Sunday, July 10, 2011

Am I doing Festergut Right?


Festergut

Our first stop is the closest we're going to get to a Patchwerk fight in the Plagueworks. Festergut is darned near a straight up tank & spank, and while once again the melee have it easy, this is the fight where we can pretty much just sit still and pump out our massive sustained DPS.

Monday, July 4, 2011

Summer Time

During the following period, might be week or the whole summer left, I wont be posting that often here. I am not going anywhere like a vacation. It's that I will try to take it more easy and relax a bit more since the time is suitable for this.
I will inform you about fixes and stuffs and I will try to keep the Weekly Skill Overview up.

But in general I will try to post whenever i feel I found something worth posting and informing my fellow hunters.

Till then Happy Hunting Everyone.

See you there


Friday, July 1, 2011

Weekly Skill Overview (Silencing Shot)

 Silencing Shot 


I am not gonna say how useful this shot is on PvP to silence your target's healer or any caster in in general so that you can kill them without receiving heal or doing any heavy damage to you either but I will mostly talk about it on PvE.

Monday, June 27, 2011

Core Revision 6179 - Sumilion

r6179 | sumilion | 2011-06-16 17:20:29 -0500 (Thu, 16 Jun 2011) | 5 lines 
* The entire mechanic mask is now used (including EffectMechanic) for checking mechanic duration modifications. This forced me to remove some hackfixes and therefore requires testing. This fixes at least : 
** [Hunter] Silencing Shot - is now affected by silence reducing effects

Somehow before this revision Silencing shot duration wasn't reduced by talents like Priest's Unbearable Will and applied the entire duration regardless if the priest was talented or not.

Script Revision 3975 - Sumilion

r3975 | sumilion | 2011-06-14 14:12:31 -0500 (Tue, 14 Jun 2011) | 2 lines 
* [Hunter] Go for the Throat - procs on all ranged attacks

Great Rev. Now our pets will never Focus Starve. They are always at full focus to spam their skills all they want :)

Friday, June 24, 2011

Am I doing Lady Deathwhisper right?



Lady Deathwhisper is the second boss in Icecrown Citadel. She is a challenging encounter on 25-man, and fairly trivial on 10-man. This strat guide focuses on the hunter perspective. For a complete raid strat I recommend Tankspot’s Deathwhisper Video. The value of actually seeing a video of a fight cannot be overstated.

Tuesday, June 21, 2011

Weekly Skill Overview (Deterrence)

 Deterrence

The so called Hunter "Bubble".

Well this statement is actually really wrong since it not making the hunter immune but making the hunter unable to attack cause he is pacified for the entire duration of deterrence and gives the hunter 100% chance to  parry and deflect everything but there is a catch. It can parry and deflect anything that CAN be parried. And unfortunately there are quite a few abilities that cannot be parried.

Monday, June 20, 2011

Hunter Kiting Tactics (Jump Shot)

The Jump Shot


Because backpeddaling is always bad in every situation hunters invented a few way of shoting while running and creating distance with the enemy.

This move is surprisingly easy to get the hang of. It might even come naturally if you’re in a situation where you absolutely need to use it. This has more value in pvp but it has quite a few applications in pve also.

Wednesday, June 15, 2011

Weekly Skill Overview (Improved Tracking)

 Improved Tracking

What does this talent do?
While tracking Beasts, Demons, Dragonkin, Elementals, Giants, Humanoids and Undead, all damage done to those types by the Hunter is increased by X%.

Tuesday, June 14, 2011

Pre-Pot or Pot-Pot after Pot

What's pre-pot?
Pre-pot is the procedure or trick of drinking a potion before the raid encounter start.

What's the benefit?
Since you drunk the pot while not in combat you automatically start the cooldown of the potion. This trick enable your to drink 2 potions in the same raid encounter.

Thursday, June 9, 2011

Core Revision 6158 - Sumilion

r6158 | sumilion | 2011-06-08 17:25:20 -0500 (Wed, 08 Jun 2011) | 21 lines 
* correction to pets distance at which they attack, fixes them attacking bosses
* Replenishment gives 1% of max mana per 5 sec now
 
Lets hope this will help our pets at last to hit the raid bosses with large hit boxes. And I secretly hope to fix our pet attacking our targets while we are kitting them.

Also the Replenishment nerf is welcome too. In the past Replenishment used to give 0.25% every sec. So in total you would receive 1.25% of your total Mana in 5 sec. But later this changed to 1% mana after 5 sec.

Tuesday, June 7, 2011

Weekly Skill Overview (Flare)

Flare

Hmm Flare!!!
The most hated skill in the whole game from every stealth-user around the globe. One of the reason Hunters are like red flag to the Rogues. And also the reasons for the rivers of tears. But let's find why this skill is the reason for all this.

Monday, June 6, 2011

Pet Movement need tuning!!

Recently I become curious to see how pets are this days. The first thing I always look is how the move when I move. Everything seemed fine. I spent quite a lot of time with Marcelo so it would be a waste if that has broken.

Tuesday, May 31, 2011

Weekly Skill Overview (Aimed Shot)

Aimed Shot

Without question Aimed Shot is a purely confusing tooltip. It's the kind of instruction manual you would expect from, say, a race of people that irradiated their entire homeland, forcing them to freeload off a great and overly kind nation. The misunderstanding of Aimed Shot is also one of the most fervently argued. Here's what the tooltip says:

An aimed shot that increases ranged damage by 408 and reduces healing done to that target by 50%. Lasts 10 sec.

Sunday, May 29, 2011

Cooldown Stacking

By Frostheim of Warcraft Hunters Union

 

 Here’s the Theory

First of all, this assumes that you have a trinket that procs. Since Darkmoon Card: Greatness is so amazingly awesome, probably every hunter has it unless they have Death’s Verdict. This proc is the key.
The theory is that since it’s an agility proc instead of ap, the various hunter cooldowns are not strictly additive, but are multiplicative.
For example: Furious Howl adds 320 ap. Greatness card adds 300 agility on a proc. In addition to increasing your AP, that agility also increases your crit chance. So by combining them you’re not only getting the 320 ap bonus from Furious Howl, but that 320 also has a greater chance to crit and do yet more damage.
Everything about this is perfectly logical and got me excited to take Furious Howl off of auto cast!

Kinds of Cooldowns

We hunters basically have 4 kinds of cooldowns to work with:
  • Attack Power Cooldowns (Furious Howl, on-use trinkets)
  • Haste Cooldowns (rapid fire)
  • Agility Cooldowns (greatness or death’s verdict – procs every 46 sec or so)
  • Multiplicitive Cooldowns (Call of the Wild)
The secret is to stack these in a way that gives you a multiplicative advantage. Combining two attack power cooldowns is purely additive — its the same dps gain overall as using them separately. But if you combine an attack power cooldown with one in any other category, it becomes multiplicative (with haste you have more shots getting that AP buff, with agil the shots with the buff crit more, etc).
Now agility and multiplicative cooldown categories are automatically multiplicative even with themselves and whatever else you add to them. So the secret is to make sure you combine your AP cooldowns (mainly furious howl) with cooldowns from other categories.

Saturday, May 28, 2011

Best trinket EVER!!!!!!

How Deathbringer’s Will Works for Hunters:

You get one of only three procs:
  1. 600 (700 Heroic) Agility
  2. 600 (700 Heroic) Critical Chance
  3. 1,200 (1,400 Heroic) Attack Power
It has a 105 sec internal cooldown, with a 30% proc chance, lasts for 30 seconds.
That means that you’ll see about a 28% uptime (as opposed to 33% uptime with Death’s Verdict / Greatness).

Do We Want It?

In a word, yes. It’s a great trinket, and it’s fantastic for hunters. Unfortunately, most other physical dps classes will want it to. Different classes get different procs; however, the good news is that the procs aren’t as good for all the classes.
For the record, here’s the breakdown as we know it:
  • Death Knight: Str, Haste, Crit
  • Druid: Str, Agil, Crit
  • Paladin: Str, Haste, Crit
  • Rogue: Agil, Haste, AP
  • Shaman: Agil, Haste, AP
  • Warrior:  Str, Crit, Haste

    Friday, May 27, 2011

    Am I doing Lord Marrowgar right?


    Lord Marrowgar is the first boss in Icecrown Citadel. He’s a fairly easy boss that is forgiving for a good deal of dps slop (even on 10-man after the 12/14 nerf). This strat guide focuses on the hunter perspective. For a complete raid strat I recommend Tankspot’s Marrowgar Video. The value of actually seeing a video of a fight cannot be overstated.

    Phase 1: Bonespike and DPS

    During phase 1 hunters have three jobs. In order of priority these are:
    1. Avoid the coldflame
    2. Dps the bonespikes
    3. Dps the boss
    Phase 1 will be the majority of your dps. Start off with a misdirect and pop your cooldowns right off the bat to get a good start on the boss. There are three things we need to be aware of:
    • Coldflame: Marrowgar will pick a random ranged target and send a line of blue flame crawling across the ground to that target. If you’re in the flame, you’ll get a frost damage dot. Coldflame moves at a moderate pace and is very easy to sidestep. It’s also important to note that it’s not a big deal to take one dot of coldflame damage. If you need to get to the other side of a coldflame line to be within range of a dps target, go ahead and run through it (as long as you’re not at really low health). As long as you aren’t just standing in it, you should be fine.
    • Bonespike: Marrowgar will periodically cast Bonespike Graveyard on random raid members (1 in 10-man, 3 in 25-man). This can be cast on anyone other than the tanks, and this is your #1 dps priority. You should have a macro “/tar bone” on your hotbar to instantly target these the second they appear. Don’t bother with hunter’s mark, serpent sting, or your pet on them. They should be going down far too fast for any of those to be effective. Depending on your strat, it’s likely that only ranged will be dpsing these.
    • Positioning: You want to remain about 30 yards from Marrowgar. You don’t want to be too close because you want plenty of time to avoid the coldflame, but you also don’t want to be too far, because you want to be within range of others to dps down bonespikes. On a similar note, all ranged dps should be in the front right or front left. Don’t go running off to some secluded corner. The coldflames are easy to avoid, and you want to be within range of the other dps on your side for when you’re targeted with bonespike — that way they can free you without having to chase you down (which you’ll soon learn is incredibly aggravating).

    Phase 2: Bonestorm

    Every minute Marrowgar will cast Bonestorm. During this he’ll spin around (like a warrior’s whirlwind) doing aoe damage to the raid. He will pick a random raid member and zip over to them then stand in place before choosing another member. He’ll do this 4 times, and the same person can be chosen twice in a row. And when he stops after chasing someone he’ll shoot out his coldflame in 4 directions at once (so in phase 2 there can be 8 lines of coldflame out, all over the place).
    There are two important things to understand for phase 2:
    • Bonestorm Damage: Bonestorm does more damage the closer you are to Marrowgar, and much, much less when you’re farther away.
    • Avoid Cross Coldflames
    You want to continue to dps during Bonestorm, taking extra care to avoid the coldflame all over the place and be sure to stay at a decent range from the boss. Remember to use your disengage on this phase if you’re too close to Marrowgar to get to range quickly and without losing your auto shots (but look where you’re jumping so you don’t leap into coldflame).

    If you’re MM you should be getting 4 rapid fires during this fight (6 if it’s going slowly). In general they’re best used at the beginning of phase 1 (I use two of them during the first phase 1 if it’s going to be a long fight (ie: low overall dps) to ensure that I’ll get all six). Don’t use haste boosts during phase 2 as you will be moving around too much to get much (if any) benefit from it.

    Thursday, May 26, 2011

    Weekly Skill Overview (Noxious Stings)


    Noxious Stings

    The confusion with Noxious Stings over in the Survival talent tree lies in the fact that it has two unrelated effects, and many hunters mistakenly believe the two effects are the same. Here's what the tooltip says:

    If Wyvern Sting is dispelled, the dispeller is also afflicted by Wyvern Sting lasting 50% of the duration remaining, and increases all damage done by you on targets afflicted by your Serpent Sting by 3%.
    From a raid DPS perspective, we don't care about Wyvern Sting at all. We're shooting the boss, and as raid CC goes, Wyvern Sting is a horrible one. The important thing to note is the second effect of this talent, which has nothing to do with Wyvern Sting.

    Ignore everything before the "and" in the tooltip. Everything after that conjunction is a separate ability. As long as we have Serpent Sting on our target, all damage we do is increased by 3% (with all three ranks of the talent). You don't ever need to fire Wyvern Sting to benefit from that effect. You only need Serpent Sting on your target -- which we're keeping up anyway -- and all the rest of your damage is boosted by 3%. That's why every SV hunter has that talent!

    Week Skill Overview

    I would like to introduce a new weekly Section about some "misunderstood" hunter's abilities and bring light to the darkness around them and a new random (depends on how often they release new content)
    Am I doing .... right?

    So without further ado..

    Welcome to Weekly Skill Overview
    (I know quite lame title but oh well....)


    Each week I will try to spread some little into the little details of some skills/abilities/talents I can think of and note down the best way of using it and why you should use it. Sometimes I might even say why you should never use it, in any senario and for whatever reason but that's another story...

    and
      
    Welcome to Am I doing ...... right?

    In this section I will simply try to pin down some important things from a hunter's perspective on how to kill raid bosses, the roles a hunter can fullfill and almost everything about it.

    Monday, May 16, 2011

    Hit Cap

    If you don't cap it you are bad!!!

    Hit hard cap: 8%, or 263 hit rating*
    32.79 hit rating = 1% hit


    Hit rating is often lauded as the stat that is the single largest contributor to our DPS (though technically that would be the DPS on our ranged weapon) and hit is certainly a critical stat for hunters. Any time we attack, there is a small chance that our attack will miss. This chance is based on the level of our opponent. Hit rating helps us to reduce the chance that we'll miss.

    Eventually, with enough hit rating, we don't miss at all, ever. That point is the hit cap. Since we can't hit any more often than "always" any extra hit rating doesn't do anything for us at all. It doesn't hurt us, technically, but it doesn't help at all and we'd rather that extra hit was another stat that would benefit us.

    Hunters have several ways of reaching the hit cap, including hit rating from gear and gems, the Focused Aim talent, and the Dreanei racial bonus. So for example if we have one point in Focused Aim, we now only need another 7% hit, or 230 hit rating.

    Is it important? Heck yes. Every hunter's first goal should be to reach the hit cap. You should always take the gear that is the biggest upgrade, but if you're below the hit cap gemming hit will be a better use of your gems slots than any other kind of gem.

    * 8% is the hit cap for a raid boss. A heroic boss has a hit cap of 6%, and a level 80 has a hit cap of 5% (though players may have other ways of increasing your chance to miss them, depending on the class).

    Saturday, May 14, 2011

    Core Revision 6056 - Sumilion

    r6056 | sumilion | 2011-05-11 07:11:25 -0500 (Wed, 11 May 2011) | 1 line
    * Calculating crit damage is now centralized, should only affect DOT crits

    This will fix the T9 2p bonus be affected by mortal shot and also use ranged crit chance and not spell crit.

    Wednesday, May 11, 2011

    Hunter Crit Cap

    I get questions about the hunter crit cap every now and then since WotLK, and the topic of the crit cap pops up on hunter forums as well. It’s a persistent bugger that doesn’t seem to ever go away and is positively filled with gross misinformation, so I’m putting this simple hunter crit cap guide together. Here we go:

    The hunter crit cap is 104.8% crit.

    That’s right, our crit cap is actually over 100%. The reason is that raid bosses are a higher level then us and thus are harder to crit. So if you have a 104.8% crit chance, you’ll actually crit 100% of the time. If you have a 103.8% crit chance, you’ll actually crit a rad boss 99% of the time.

    It is theoretically possible for a hunter to crit with every single shot!

    Now, we have several talents and glyphs that increase the crit chance of just one or some of our shots, and this won’t be reflected on our tooltip. In that case we would have a soft cap for just those shots.

    For example, as a SV hunter with 3 ranks of Sniper Training, your Kill Shot softcap is 79.8% crit (because of Sniper Training and Master Tactician procs). That means if you go crazy and stack crit, after 79.8% your kill shot won’t benefit from any more crit. Your explosive shot softcap is 90.8%.

    For MM, you can get to a Aimed Shot softcap of 82.8% with the TSA glyph.

    (Note those numbers are without raid buffs: crit increasing raid buffs will lower the softcaps proportionally – max raid buffs give you about the equivalent of anotther 14% crit).

    However, these numbers are all so high that no hunter should ever reach them unless your doing something suboptimal like stacking crit. But the point is that you can indeed have your shots crit 100% of the time. There is no external force capping our ability to crit.

    96% crit change proves there is no hunter crit cap, if logic wasn't enough.
    96% crit chance demonstrates how high our crit can get. There is no artificial limit lowering our chance to crit. We (in theory) can crit with every, single, shot.

    But…. I heard it was 42%, or 65%, or 75%?


    Indeed there is a lot of misinformation out there about hunter crit cap that says we have a crit cap at some crazy low crit level. There are three reasons you hear that:

    Reason 1: Sheeple
    The first is simply that someone hears about the crit cap and it nags at them, gnawing away the reasoning centers of the brain. Surely they wouldn’t have heard there was a 35% crit cap without a reason, right? And then this person repeats the story, infecting others. Sure there’s no evidence of an artificial hunter crit cap and no logic behind it, but they won’t give up the idea without evidence that there is not a hunter crit cap. Go figure.

    Reason 2: Poor Science
    Secondly, some people don’t realize that the crit chance shown on their character sheet is their crit chance against a mob of the same level as them (lvl 80). Your chance to crit a higher level mob (like, say a level 83 boss) will be lower. So they see in their raid results that their crit was lower than their character sheet and BAM, the memory of the crit cap gnawing at their brain comes into play as confirmed.

    Reason 3: Comparison to those Melee Guys
    Finally the most legitimate reason is that melee classes (especially dual-wielding ones) do have a much lower crit cap. When you’re attacking in melee the mob has a chance to block, a chance to dodge, a chance to parry, and a chance at a glancing blow. So if you have a 90% crit chance, you won’t crit 90% of the time ’cause the mob still has it’s dodge/parry/block chances against you. We shoot, so we don’t worry about that. It’s good to be a hunter.

    Wednesday, May 4, 2011

    Script Revision 3649 - Sumilion

    r3649 | sumilion | 2011-05-01 11:42:13 -0500 (Sun, 01 May 2011) | 1 line
    * [Manager] BreakableByDamage - correction, fixes pin and web

    This revision should fix Pet skills like Pin and Web which were incorrectly breaking on damage.

    Saturday, April 30, 2011

    Core Revision 5949 - Sumilion

    r5949 | sumilion | 2011-04-13 13:00:55 -0500 (Wed, 13 Apr 2011) | 3 lines
    * Auras are now deleted and applied, when reapplied, instead of updated, making DOTs, HOTs and other types more dynamic


    Core Revision 6011 - Sumilion

    r6011 | sumilion | 2011-04-27 09:30:02 -0500 (Wed, 27 Apr 2011) | 2 lines
    * fixup for double proc calls on spells that deal direct damage/heal and place a DOT/HOT (Fireball, etc.)
    * pets now receive 2 attack power per strength instead of 1

    Pets now will receive 2 points of AP for every point of Strenght they have. It used to be 1 point of AP for every point of Strenght.

    Core Revision 5972 - Sumilion

    r5972 | sumilion | 2011-04-19 18:25:03 -0500 (Tue, 19 Apr 2011) | 1 line
    * fixup for guardians, they attack immediately when spawned now.

    This will fix snakes immidiately start attacking and not waste 10 sec running towards the hunter when the trap procs, then running back and then aggroing nearby enemies.

    This Fix Failed

    Friday, April 29, 2011

    Mana Regen in ICC - The Plagueworks

    Mana Regen Guide for ICC

    During patch 3.3 on the Hunting Party Podcast the question was asked what the best way was to regen mana on the Lady Deathwhisper fight, Viper Sting or a few cooldowns onto Aspect of the Viper, And I thought to myself this isn't the only fight mana can become an issue (Note unless you have a really unfavourable 25 man group make up, the only times one would run into mana issues would be on 10 man).
     So I'm going to go through all bosses and write up a few strategies.

    First of the important thing is to look at the fight and use it to your advantage. Make use of what Blizzard gives you in each fight.

    The Plagueworks

    Festergut & Rotface
    Festergut is effectively a pimped up Patchwerk in my opinion, and Rotface a tweaked Grobbulus. There aren't really any phases which would be more useful for mana regen then others, so just switch when required.

    Professor Putricide
    Professor Putricide is also a boss that doesn't really have any phases that are more suited to switching Aspects than others, but you do want to be mana up before he hits the 3rd phase at 35%.

    Thursday, April 28, 2011

    Chimera shot Secrets


    I’ve learned that Chimera shot is a somewhat misunderstood hunter shot (up there with Aimed Shot), specifically with regard to exactly what it does when it refreshes serpent sting. And since this directly relates to our awesome new tier 10 2-piece set bonus, now seems like a good time to detail exactly how this works, starting with some basics.

    Serpent Sting Portion of Chimera Damage

    The serpent sting portion of Chimera Shot damage calculates completely separately as a separate line on recount or your raid parse. Chimera Shot does 40% of the total potential serpent sting damage. It doesn’t matter if you cast it immediately after using serpent sting or when there’s only 1 tick left – the damage is the same. The serpent sting glyph increases the Chimera Shot damage since it increases the total potential damage of serpent sting. Additionally the T9 2-piece set bonus does not affect Chimera Shot damage.

    Attack Power Effect of Serpent Refresh

    Chimera shot recalculates attack power for serpent sting.
    This means that if you have a trinket proc for 1,000 attack power and you hit Chimera Shot, it will refresh your serpent sting with the new, modified extra 1k attack power damage. Likewise when the trinket buff goes away, the next time you cast Chimera Shot your serpent sting will recalculate its damage to the lower attack power.
    On other words, there’s no real benefit to recasting serpent sting during AP buffs.
    Quelmiran's notes
    This is not working exactly like that in our server. If you cast serpent sting on a target with a AP proc it will lock the damage to the highest value until you reapply the Serpent Sting. If you keep using Chimera shot to refresh the Sting it will always do the highest possible damage even if the proc fades away.

    Damage Modifier Effect on Serpent Refresh

    Chimera shot remembers and refreshes any percentage damage modifier from when Serpent Sting was first cast.
    That means if you get the 15% damage boost from a rogue’s Tricks of the Trade and you hit Chimera Shot, it will remember and refresh the damage without the 15% boost. However, if you recast serpent sting you’ll get the 15% boost, and every Chimera Shot thereafter will remember and refresh serpent sting with the 15% damage boost, potentially for the entire fight.
    This has a big impact on us with our 2-piece T10 set bonus, which gives us a chance to proc a 15% damage boost. We’ll want to recast serpent sting the first time that procs (assuming it’s on a target that will be alive for a while) and we can then keep that boost the entire fight. And of course this stacks beautifully with our T9 2-piece bonus.

    Aspect of the Viper Effect on Serpent Refresh

    If you cast serpent sting and then go into aspect of the viper, then cast chimera shot, it will remember and refresh the damage modifier when serpent sting was cast. In other words, you will not have a -50% damage! Your serpent damage will go down a touch because you lost your dragonhawk attack power, and the AP recalculates, but this is a very nice advantage to Chimera.
    Likewise, if you actually cast serpent sting while in aspect of the viper, it will then have the -50% damage. Then if you return to dragonhawk, and hit chimera shot, it will remember and refresh the damage modfier from when serpent sting was cast (-50%).
    In other words, if you cast serpent sting while in viper, you must recast it when you get out!

    Tuesday, April 26, 2011

    Survival Glyphs

    This glyph guide is specifically for Survival hunters. Other hunter specs will have different glyph needs, but for the discerning raid Survival hunter, these glyphs will help you on your quest to top the dps charts. Keep in mind that your glyph choice can change based on your gear, and what is the best glyph for one hunter may not be the best for you; however, there are several glyphs that are clearly on top and all very close to each other.

    Best Survival Hunter Major Glyphs

    Glyph of Explosive shot 
    Explosive shot is our highest damaging skill on the Survival spec. And as a Survival hunter you have to boost this skill as much as possible. So giving this shot 6% more chances to crit is not only crucial but also the most valuable glyph for every survival hunter.
    g-steadyshotGlyph of Steady Shot
    Steady Shot may be the lowest priority shot in the Survival hunter shot rotation; however, it still adds up to be a pretty large contribution to your dps , and adding 10% to that damage makes the Steady Shot glyph a solid #2 in the Survival hunter glyph choices.
    The Third Glyph
    Every Survival hunter will want the Explosive shot and Steady Shot Glyphs; however, that third slot actually has several options. Which glyph to use for your third major glyph slot depends somewhat on your gear levels.
    • Glyph of Kill Shot is a strong option and is often best for Survival hunters with very high armor pen ratings. If you’re using spreadsheets to evaluate, remember to adjust your settings to a reasonable amount of time in kill shot range (the default is too long and overweights this glyph). Remember that with kill shots, executes, and other talents that boost damage at low health, most boss fights spend far less than 20% of the fight in Kill Shot range.
    • Glyph of the Hawk: This glyph, and haste effects in general, is too often disdained by hunters. While it’s true that haste is our lowest dps-return stat, it is still increasing our damage (primarily through more auto shots) and this glyph is a substantial haste boost. Hawk is definitely one of the top options for your third glyph slot.

    Best Survival Hunter Minor Glyphs

    g-mendpetGlyph of Mend Pet
    This is the best minor glyph by far. Sure, no minor glyphs actually help our dps, but by giving Mend Pet a chance to increase your pet’s happiness, you no longer ever need to carry around pet food again. That is awesomesauce!
    g-feigndeathGlyph of Feign Death
    Reducing the cooldown of Feign Death can definitely be an advantage in raids where the bosses have a pretty good chance of resisting it. At least you can claim there is some kind of advantage to it, unlike most hunter minor glyphs
    g-genericGlyph of Whatever
    For your third glyph, there is pretty much nothing that is practically useful except in the most rare situations. So take whatever tickles your fancy.

    Friday, April 22, 2011

    Marksmanship Glyphs

    This glyph guide is specifically for Marksman hunters. Other hunter specs will have different glyph needs, but for the discerning raid MM hunter, these glyphs will help you on your quest to top the dps charts. Keep in mind that your glyph choice can change based on your gear, and what is the best glyph for one hunter may not be the best for you; however, there are several glyphs that are clearly on top and all very close to each other.

    Best MM Hunter Major Glyphs

    g-serpentstingGlyph of Serpent Sting
    Do the math and you’ll immediately see that Serpent Sting is the single largest dps return glyph for the MM hunter – and it’s the best by a large margin! The reason it’s so great is the MM hunter has Chimera shot, which does 40% of the total damage that our serpent sting would do. Increasing the serpent sting duration by 2 ticks thus increases the damage that Chimera Shot does.
    g-steadyshotGlyph of Steady Shot
    Steady Shot may be the lowest priority shot in the MM hunter shot rotation; however, it still adds up to be a pretty large contribution to your dps (as high as 2nd or 3rd most damaging overall for geared MM hunters), and adding 10% to that damage makes the Steady Shot glyph a solid #2 in the MM hunter glyph choices.
    The Third Glyph
    Every MM hunter will want the Serpent Sting and Steady Shot Glyphs; however, that third slot actually has several options. Which glyph to use for your third major glyph slot depends somewhat on your gear levels.
    • Glyph of Kill Shot is a strong option and is often best for MM hunters with very high armor pen ratings. If you’re using spreadsheets to evaluate, remember to adjust your settings to a reasonable amount of time in kill shot range (the default is too long and overweights this glyph). Remember that with kill shots, executes, and other talents that boost damage at low health, most boss fights spend far less than 20% of the fight in Kill Shot range.
    • Glyph of Chimera Shot is a favorite of many MM hunters. This glyph is only going to help you at certain haste and latency levels, however. The only certain way to test this is to run out to the target dummies and do your rotation with and without the glyph. See if you actually get more Chimera Shots in while using the glyph. If not, the glyph is doing nothing at all for you.
    • Glyph of the Hawk: This glyph, and haste effects in general, is too often disdained by hunters. While it’s true that haste is our lowest dps-return stat, it is still increasing our damage (primarily through more auto shots) and this glyph is a substantial haste boost. Hawk is definitely one of the top options for your third glyph slot.

    Best MM Hunter Minor Glyphs

    g-mendpetGlyph of Mend Pet
    This is the best minor glyph by far. Sure, no minor glyphs actually help our dps, but by giving Mend Pet a chance to increase your pet’s happiness, you no longer ever need to carry around pet food again. That is awesomesauce!
    g-feigndeathGlyph of Feign Death
    Reducing the cooldown of Feign Death can definitely be an advantage in raids where the bosses have a pretty good chance of resisting it. At least you can claim there is some kind of advantage to it, unlike most hunter minor glyphs
    g-genericGlyph of Whatever
    For your third glyph, there is pretty much nothing that is practically useful except in the most rare situations. So take whatever tickles your fancy.

    Wednesday, April 13, 2011

    Hunter Consumables

    Consumables are another way that the raiding hunter can squeeze out just a bit more dps on progression raids.
    As a dps class, we are of course interested in doing the most dps we can, and the advantage gained from hunter consumables is generally greater than upgrading a few pieces of gear to the next tier – in other words, don’t dismiss it unless you’re also prepared to dismiss gear upgrades.

    In general, every hunter should have the following consumables at every progression raid:

     
    Ammunition
    : Shatter Rounds or Iceblade Arrows. Do not skimp here, the difference between epic ammo and the next best thing is massive.
     
    Flask: Flask of Endless Rage. Some hunters prefer to combine the Elixir of Mighty Agility or my favorite and extremely easy to get Guru Elixir and the Elixir of Mighty Thoughts. This is technically a bit better, and feel free, but they do not last through death. The flask is perfectly acceptable and is the hunter standard.
     
    Hunter Food: Blackened Dragonfin if you’re a SV or MM hunter. If you’re BM you’ll prefer Mega Mammoth Meal or the Fish Feast. Sorry MM and SV, fish feasts are not for you and you’re slacking if you use them instead of the dragonfin.
     
    Pet Food: You’ll need Spiced Mammoth Treats for your pet. If you don't want to use Northern Spiced just to boost your pet a bit you can get Kibler's Bits. Instead of 30 Strength and Stamina Kibler's Bits increase this stats for 20. And it's much more easier to craft (as long as you already have the recipe).  
     
    Scrolls: You only need scrolls if you don’t have a shaman or a death knight in your group. But if you don’t, you should have Scroll of Agility VIII for yourself and Scroll of Strength VIII for your pet. 
     
    Replacing Class Buffs
     
    While this doesn’t necessarily fall under the hunter’s responsibility to do this, there are a few class buffs that can be replicated even if the class isn’t there (generally in 10-mans), and it’s something that you definitely want at your raid if you don’t have that class:
    Runescroll of Fortitude
    if you don’t have a priest in your raid.  
    Drums of the Wild if you don’t have a druid.  
    Drums of Forgotten Kings if you don’t have enough pallies to get all the pally buffs you need. Again, it’s not necessarily the hunter’s job to bring these; however, if you want to maximize your dps you want to be sure that you have every available buff.

    Saturday, April 2, 2011

    Mana Regen in ICC - The Lower Spire

    Mana Regen Guide for ICC

    During patch 3.3 on the Hunting Party Podcast the question was asked what the best way was to regen mana on the Lady Deathwhisper fight, Viper Sting or a few cooldowns onto Aspect of the Viper, And I thought to myself this isn't the only fight mana can become an issue (Note unless you have a really unfavourable 25 man group make up, the only times one would run into mana issues would be on 10 man).
     So I'm going to go through all bosses and write up a few strategies.

    First of the important thing is to look at the fight and use it to your advantage. Make use of what Blizzard gives you in each fight.

    The Lower Spire

    Marrowgar
    Marrowgar is very straight forward. If you should run into any mana troubles, plan ahead and before you run out use a bonestorm phase to switch to Aspect of the Viper and refill. If an MM hunter make sure you don't lose your Serpent Sting though.

    Lady Deathwhisper
    In going with use what Blizzard gives you, well here Blizzard gives you big fat mana battery in Deathwhisper herself. In this fight its not about how much dps you can do anyway, and depending on what your role is it may not even matter at all. So just relax and if you see yourself dropping low in the first phase just switch to her in between the adds and pop of a singular Viper sting Chimaera Shot combo, and then continue on the adds. Make sure you have enough mana before going into Phase 2 though because this is the burn phase where you do want be able to DPS as much as possible.

    Deathbringer Saurfang
    Saurfang is a fight where, if you're running out of mana you just gonna have to bite the bullet and switch aspects. As a hunter chances are you'll be asked to look after the beasts (as all ranged should) and you want to dps them down as quick as possible. I suggest once the beast you were focusing on is down, switch in to Aspect of the Viper and see if you can get a few shots off, on someone elses target that may still be up. Just make sure you have enough mana before he goes into his soft-enrage at 30%, because that's when he needs to be burnt quickly.

    Thursday, March 31, 2011

    Script Revision 3426 - Sumilion

    r3426 | sumilion | 2011-03-31 10:25:47 -0500 (Thu, 31 Mar 2011) | 1 line 
    * [Hunter] Lock And Load - corrected ICD

    The Internal Cooldown was incorrectly set to 30 sec instead of 22 sec like it should be. This was actually a big nerf for Survival hunter since the Lock and Load procs play a huge part in the overall dps and burst they can do with that spec. Now this has been fix and it will have the correct 22 sec internal cooldown like it should.

    Script Revision 3370 - Sumilion

    r3370 | sumilion | 2011-03-28 08:16:38 -0500 (Mon, 28 Mar 2011) | 2 lines
    * [Hunter] Masters Call - affects pet too

    Until recently Master call was bugged and the problem was that Master Call didn't effect the pet at all. When you were casting it, it was freeing you or your target but it didn't effect the pet at all.

    After this revision when you cast Master call it will free both you and your pet from moving impairing effects .

    Tuesday, March 29, 2011

    Spell Penetration.... is it worth it?

    Note: The info below are for PvP and PVP only. Do NOT gem Spell penetration for anything else other than dedicated PvP.

    A lot of ppl ask me about spell penetration and why i have gemmed to it. Is it worth it and what's it's purpose for a Marksmanship hunter? Well I am about to tell you.



    Spell Penetration – This stat is used to break through enemy resistances. Hunters do not cast harmful spells, but they do cast harmful physical attacks which can cause spell damage. Enemy players that have resistances to spell damage, such as Mages and Druids, can mitigate damage done to them by harmful spell damage attacks such as Explosive Shot, Chimera Shot and Arcane Shot, for example. Casual PvPers and Beast Mastery hunters don’t really need to itemize this stat, as it’s somewhat situational, and in the case of BM hunters, it’s not worth the trade-off resulting in the loss of attack power or survivability. For more serious Marksmanship and Survival hunters however, read on.


    Each point of Spell Penetration counters one point of enemy resistance, with the magic number we want to shoot for being 75. The reason for this, is because it is roughly equal to the most active spell resistance buff out there – Improved Mark of the Wild. Anything beyond 75 Spell Penetration is not advisable because the stat requires you to sacrifice other stats in favor of it, plus it is useless against targets with zero resistances.


    So if you team up against a druid team you will be able to do the whole damage of your shots since the spell penetration will be equal with the spell resistance the Improved Mark of the Wild gives them.


    There are more buffs out there that can provide resistances against hunter shots like paladin's fire resistance against Survival hunters or Aspect of the wild/Nature Totems against MM hunter's Chimera shot.
    Those auras provide 130 Spell Resistance to this schools of magic. Even those are for a specific school of magic only and the rest shots can actually do their real damage, mitigating Chimera shot or Explosive shot damage is bad. Even in this cases it's a lot better to be able to pierce a portion of that resistance than let then run around an mitigate your damage for the whole resistance value. So you can't actually lose.

    Thursday, March 24, 2011

    Trinkets all around and what to choose...


    Ranking the Trinkets by Spec

    Let's get down to ranking them from best to worst. With this list you can easily pick out what trinkets you want to pursue for the content that you have access to.

    Keep in mind that this list is evaluating purely on the average stat uptime. This means Supremacy will be always be ranked high, but it's only good if you're using all of the hit rating -- and you may want to get your hit elsewhere and get other trinkets anyway. You're actually better off getting your hit from your other gear or gems and pursuing a different trinket. Also note that the difference between two trinkets is sometimes small, and you won't always see a statistically significant difference moving one step up the list.

    Also if you're going for a MM ArP softcap, you may prefer ArP proc trinkets, putting them ahead of Herkuml.

    MM Trinkets From Best to Worst

    • Mark of Supremacy (but only if you're using all of the hit rating)
    • Deathbringer's Will (ranks #1 for ArP builds)
    • Death's Verdict
    • Whispering Fanged Skull (at some gear levels may be better than Death's Verdict)
    • Herkuml War Token
    • Mjolnir Runestone
    • Needle-Encrusted Scorpion
    • Darkmoon Card: Greatness
    SV Trinkets From Best to Worst
    • Mark of Supremacy (but only if you're using all of the hit rating)
    • Death's Verdict
    • Deathbringer's Will
    • Herkuml War Token
    • Whispering Fanged Skull
    • Darkmoon Card: Greatness
    • Mjolnir Runestone
    • Needle-Encrusted Scorpion
    BM Trinkets From Best to Worst
    • Mark of Supremacy (but only if you're using all of the hit rating)
    • Deathbringer's Will
    • Whispering Fanged Skull
    • Death's Verdict
    • Herkuml War Token
    • Mjolnir Runestone
    • Needle-Encrusted Scorpion
    • Darkmoon Card: Greatness

    Thursday, March 17, 2011

    Piercing Shots - Rolling dots

    The Cataclysm changes to the MM talent Careful Aim and the way this interacts with Piercing Shots has brought up some questions about exactly how the MM hunter bleed effect of Piercing Shots works.
    Specifically if you’re just watching the debuff on the target, it looks like every new piercing shots proc overwrites the debuff with the new one — making it look like you’re actually losing part of your previous piercing shots bleed. This is not the case.
    The short version is this:
    Every Piercing Shots proc from Aimed Shot, Chimera Shot, or Steady Shot crits gives you a bleed effect that does 30% of that crit damage. You get this effect for every single crit from those shots. It does not overwrite the existing buff. It does not refresh the existing buff — so you aren’t actually able to get more than the 30%, or less. You just get the full 30% extra bleed damage from every aimed, chimera, or steady crit, just like the tooltip says.
    When you see the piercing shots debuff refresh, here’s what the game is actually doing:
    The game looks at how much damage is left to be done on the existing piercing shots, then adds that to the total damage of the new piercing shots — it then takes that new total and divides it by 8 seconds, doing that damage each second.

    Piercing Shots Example

    So if your steady shot crits for 10,000 damage (for the sake of round numbers) it then gets a piercing shots proc that will do 3,000 damage over 8 seconds — or 375 damage per second for 8 seconds.
    Now lets say three second later you get another steady shot crit for 10,000 damage, which will also get a piercing shots proc for 3,000 damage over 8 seconds. That first proc has ticked for 3 seconds at 375 per second, and has done 1,125 damage — but has 1,875 damage left to do over the next 5 seconds. We add that 1,875 to the 3,000 damage of our new proc, to get 4,875 damage that will be done over the next 8 seconds — so piercing shots now has a full 8-second duration, but will do 609 damage per second.
    This is why if you look at combat logs, the average tick of the piercing shots bleed is so much higher than it should be based on your average crits.

    The 30% Bleed Buff

    It’s worth noting that Piercing Shots is a bleed effect, and its damage is increased by the 30% bleed debuff, which can be provided by the hunter pets hyena, boar, and rhino (exotic). The buff is also provided by arms warriors, subtlety rogues, and feral druids.

    To Arcane or not to Arcane.....That is the question......

    No, it’s not because of Armor Penetration alone. Stop saying that.

    *sigh*

    Now that that’s out of the way, let’s get on to the meat of this discussion – why you drop Arcane Shot from your normal stand-still rotation. (Bear in mind, and I’m gonna say this in bold letters: Arcane Shot is still extremely useful when moving. Keep it easily keybound and at hand. This is only talking about a stand-and-shoot encounter like Patchwerk/Festergut.)

    To really get into the meat of why you drop Arcanes for Steadies, we have to first learn how each shot works.

    Steady: A steady shot that causes unmodified weapon damage, plus ammo, plus [RAP * 0.1 + 252].
    Arcane: An instant shot that causes [RAP * 0.15 + 492] Arcane damage.

    Steady is a lot more complex than Arcane, but it’s not too bad. The “plus ammo” quip is due to the fact that ammunition isn’t a damage increase, it’s a DPS increase, meaning that the amount of damage it contributes is based on weapon speed – or it would be, if it weren’t for normalization. This occurred way back when in patch 1.7, and it basically means that for any special attack (Steady, Aimed, Chimera), 2.8 is used in place of your weapon’s speed for calculating both damage contribution from RAP and from ammo.

    So in math terms, this means that each shot looks like:
    Steady: rand(weapon bottomend, weapon topend) + (ammo DPS * 2.8) + (Ranged AP * .1) + 252
    Arcane: (Ranged AP * .15) + 492
    Let’s look at those with my personal stats, unbuffed, from Armory.
    Steady: rand(541, 887) + (91.5 * 2.8) + (5214 * .1) + 252 = 1570.6-1916.6 damage
    Arcane: (5214 * .15) + 492 = 1274.1 damage

    Now, at first glance, this looks like a no-brainer to not use Steady. But… Steady is physical damage, and thus mitigated by armor. We know, from extensive testing, that a WotLK raid boss has 10643 Armor, and using the armor formulas from WoWWiki, we get a damage reduction percentage of 41.13%. This means that, with no ArPen or any debuffs on a target, only 58.87% of my damage goes through. Suddenly, that 1916.6 damage Steady is now:

    Steady: 1570.6-1916.6 * .5887 = 924.61-1128.30 damage
    Arcane: 1274.1 damage

    Makes a world of difference, right? But wait… there’s a few things that Steady has in its favor that Arcane doesn’t. First off, there’s the wonderful Glyph of Steady Shot, which is another 10% damage on the top. On the top end, this helps to push Steady over Arcane in its favor, but it’s not enough in all cases.
    The biggest factor that can get Steady to prevail, aside from reduction of armor, is Piercing Shots.

    We already have Mortal Shots and the Relentless Earthsiege Diamond powering our critical strikes, which means that our crits do 237.8% more damage than a normal attack, due to how RED and PS interact. But… Piercing Shots causes Steady Shot to bleed for another 30% of the total damage it dealt, essentially adding another 30% modifier to a critical attack. Let’s look at what that does to the post-armor numbers.

    Steady: 924.61-1128.30 * 2.378 = 2198.72-2683.10 * 1.3 = 2858.34-3488.03 damage
    Arcane: 1274.1 * 2.378 = 3029.80 damage

    Already, Steady’s looking better and better! And we haven’t even begun to get into raid buffs like Sunder Armor/Faerie Fire, Mangle (which increase that bleed damage from Piercing Shots), and concepts like Armor Penetration.

    The summary of what I’m trying to tell you is this: There are many factors that go into removing Arcane from your rotation – mana usage (Arcane doesn’t benefit from Master Marksman), weapon damage, critical chance, armor penetration, and raid buffs. In all things, use your tools to determine what is the best course of action for you. Do not listen to anyone who tells you “oh you can drop arcane at $NUMBER arpen rating” or “oh you have to have $RAID_TIER gear to drop arcane” or any supposed “guideline”. Do what mathematically works for you in your raid setting with your gear and your raid composition.

    Tuesday, March 15, 2011

    Marksman MM Hunter Shot Rotation Guide


    This guide is for optimizing the Marksman MM Hunter Shot Rotation in WotLK.
    Marksman hunters have a varied and flexible shot rotation, and while not as difficult as it was in BC, MM hunters have a lot of choices in their shot rotation. The basic idea is a priority-based shot cycle. Because so many shots in the MM hunter rotation have cooldowns, you want to use the most damaging shots whenever you can, and move on to the 2nd most damaging shot, 3rd, etc. Steady Shot is your last resort when everything else is on cooldown.

    Marksman MM Hunter Shot Rotation:
    Hunter’s Mark
    Serpent Sting
    Chimera Shot
    Aimed Shot
    Arcane Shot
    Steady Shot
    Silencing Shot (whenever available)
    Use Kill Shot as top priority if it is available.
    Repeat steady shot until Arcane is back off cooldown, then use it, Chimera, and whatever else is available in the priority order. The MM hunter shot rotation is basically playing wack-a-mole with your available buttons. For the most part you’re smacking whatever one is available.

    Arcane Shot note: If you have a good ranged weapon (ilvl 264) and around 450 armor pen, you’ll want to drop arcane shot from your rotation. This will make your standard rotation: Chimera, Aimed, Steadyx4. Still use your arcane when you need an instant shot on the move.
    Be sure that you don’t miss Chimera Shot. Not only is it the MM hunter’s single most damaging shot, but you’ll then have to waste a Global Cooldown (GCD) reapplying Serpent Sting. (Also, don’t use Chimera before you put up Serpent Sting — serpent is a nice part of your Chimera shot damage!) And an important note: Chimera does it’s full damage regardless of how long serpent sting is up — the serpent sting portion of Chimera Shot’s damage is based on the full potential of serpent sting, not how much is left or how much has already been done.
    Note that you do want to use Silencing Shot whenever you can. Sure, it doesn’t do much damage, but it’s also not on the global cooldown — so you can macro it in with your other shots.
    As a MM Hunter you always want your hunter’s mark up because it increases your crit bonus damage as well as your base damage. Start your shot rotation with it, and put it back up every five minutes, even though you’ll have to interrupt your rotation to do so.

    Macros: Don’t Do It
    It is possible to create a one button MM hunter shot cycle macro using castsequence; however, you will lower your dps as a result. Any time you’re building a shot rotation macro to lower you dps… it’s a bad idea. Just pay attention to your MM shot rotation instead.
    You should, however, macro your Kill Command and Silencing Shot onto your shots.

    How to do Top DPS

    Credits to Kripparrian

    This post is gonna talk about the basic skills required to do the maximum DPS and it assumes you know the basic of the hunter class.

    The most important thing is how you play. It's not about  gear, gems or specs and there is evidences about this cause if you look at the dps for a class on a particular encounter you will see a big variation in max DPS

    So what is DPS?

    Maximizing your Globals
    Maximizing the number of spell that you can cast in a given period of time and how much damage you can do with each of this abilities. Maximizing this 2 factors is what you need to do Top DPS.

    Part 1
    Increasing the number of Spells casts

    The first thing you need to know when maximizing your globals is that you have to know which ability you are going to use 1 or 2 global after the current one. So you are not reacting to what you already done, you reacting to what you are going to be doing. If you are casting something you have to know before the cast finishes what ability you are gonna cast next.
    For instance if you have just started casting steady shot and you see that your Aimed shot will be up 3 sec from now you are gonna know ahead of time that you have 1 more Steady Shot before you can use Aimed shot. You should learn to plan that out before actually execute it.

    Once you planned all your skill and know a general rotation of your class you want to know the best way to use those abilities. To press the buttons.

    • The worst way of doing that is actually pressing the button. Don't do it.

    • Second worst way is reacting to a finished cast
    When a cast end you notice that has ended and you start casting a new one.

    • 3rd worst and most popular of all is to react according to the latency bar of your cast bar 
    Although this is better since you take into account the latency the problem here is that the latency is calculated at the beginning of the cast and may vary of the latency you will have at the end.

    The method that is gonna resolve as the best use of global cooldown is spamming your keys:

    With this method your in advance reacting in any possible error you might do and you will do errors admit it or not.
    So as a tip of advice is to macro your most used ability, for a hunter that would be Steady Shot, to your scroll down or scroll up keys of your mouse.


    Planning your Movement
    In a boss fight it's best to avoid movement but then again the reality is different. You have to move. For that reason only you  have use abilities that does damage or will help you do damage later in the fight. For example you can use Arcane shot or Aimed Shot since those skill are instant casts and doesn't require you to stand still to use them.

    2nd Part
    Increasing Average Damage per Cast

    The next step of maximizing your dps is maximizing the damage it's of the spell does.
    And to do so you stack your cooldowns.
    Lets say you have 2 different cooldown that 1 increases your Damage by 10% and the other increases your Attack Speed by 10%. If you overlap this 2 cooldowns you will be doing 10% more damage while attacking 10% faster.

    Something else is trinkets and their internal cooldown.
    Most use addons to monitor when their trinket proc but this is half the information they gaining.
    Many people use this bar to monitor the procs or other abilities but they usually react a bit later than the time the trinket actually proced. The best way to get the seconds back is having addons that monitor also the Internal Cooldowns of those abilities. That way you will know ahead of time if the internal cooldown is about to go off that your trinket will proc soon. If you have this kind of info you can use for example your Rapid fire before the trinket proc and time them so that you will get the whole benefit of the trinket while on rapid fire.

    Another thing is that you have to know is how long the fight is going to last and also things in the fight that will give you additional damage benefit ke Icehowl encounter. When Icehowl crashes on the wall he get 100% more damage so you have to time your cooldowns for that moment so that you can gain and additional multiplier to your abilities.

    All the above will require a lot of practice and it wont be easy at the beginning but seeing your DPS increasing in every fight will motivate you to do more (MOAR!!!!) DPS each time. You will find yourself a lot of ways to increase your dps like learning to DPS 2-3 targets at the same time, pots(preports), elixir and food or even items.

    Till then Happy Hunting.

    Saturday, March 12, 2011

    Fail or Win?


    Lord Marrowgar in ICC


    Is this a Win? or a Fail?