Showing posts with label basics. Show all posts
Showing posts with label basics. Show all posts

Tuesday, October 6, 2009

So your hunter's finally 80, part 4

(Previously: Part 1, Part 2, Part 3)
That last little hurdle that a lot of people have when they finally get to 80 is the world of item enhancement. By that I mean everything from profession perks to gem sockets (including metagems!) to enchantments to shoulder inscriptions. It can seem (and is!) quite intimidating, so we'll break it down into sections, starting with the easiest.
Enchantments!
I'll just do this by item slot, and I'll stick to the standard enchantments. If you have a profession perk that replaces an enchantment (Leatherworking's fur linings, for example), then you should of course use that profession perk. And now, on with the item slots:
Head:
Arcanum of Torment (+50 AP and +20 Crit Rating)
Cloak:
Major Agility (+22 Agility)
Shoulders:
Greater Inscription of the Axe (+40 AP and +15 Crit Rating)
Chest:
Powerful Stats (+10 to all stats)
Wrists:
Greater Assault (+50 AP)
Gloves:
Precision (+20 Hit)
Major Agility (+20 Agility)
Belt:
Eternal Belt Buckle (adds one prismatic socket)
Legs:
Icescale Leg Armor (+75 AP and +22 Crit Rating)
Feet:
Icewalker (+12 Hit and +12 Crit Rating)
Superior Agility (+16 Agility)
Melee Weapon (One-handed):
Exceptional Agility (+26 Agility)
Superior Potency (+65 AP)
Melee Weapon (Two-handed):
Massacre (+110 AP)
Ranged Weapon:
Hearseeker Scope (+40 Crit Rating)
A couple notes on all this stuff. First and foremost, it's not that hard to get to exalted with the Sons of Hodir and get the proper shoulder inscription. Please, if you want to raid, just do the dailies. I even did them on my alt priest using a 60% speed flying carpet, before the buff to normal flight. If you can't get this done, then raiding is probably not for you.
Second, where there are options for different enchants on the same item slot, I've listed the preferred enchant first. For the most part this is an issue of expense, as a lot of people don't want to spend the gold or farming time necessary to put top-shelf enchants on a lesser piece that they'll be replacing soon. I'm targeting this series of posts towards the hunter that wants to start raiding, though, so this list of enchants is what your gear should have when you start applying to raiding guilds. Feel free to put Greater Savagery on that Icier Barbed Spear, but you should be upgrading to the same enchantments you'd be putting on raid gear before you expect to get into a raid. Sadly, enchantments aren't everything. You've also got to fill your
Gem Sockets!
Filing the sockets in your gear with bright, sparkly gems is one of WoW's minigames for the quivering, OCD-afflicted MMO addict. It's also what those addicts use to make fun of their less OCD colleagues on the official forums. To the new hunter, the teasing and outright mockery seem capricious, unfair, and downright silly. This is especially true of hunters that carefully select all of their gems to activate the various socket bonuses in their gear. Socket bonuses say "bonus" right in the name, why shouldn't we use them?
There are three simple rules you can follow to silence the forum critics and, more importantly, increase your damage. They are, in order of importance:
  1. Activate your metagem
  2. Reach the hit rating cap
  3. Maximize Agility
Let's address these in order. Beginning with:
1. The metagem every hunter should be using is the Relentless Earthsiege Diamond. The relevant features of this meta are that it provides agility, gives you an extra 3% damage on your crits, and is activated by equipping one gem of every color somewhere in your gear. Agility is the most important stat for hunters, so of course the agility meta is preferable to the critical strike rating meta. 3% extra damage on your crits is an extremely important contribution to your damage, especially as critical strike percentages climb past 50% unbuffed (by far the majority of your damage comes from crits).
Metagem activation is one of those things that can be a little confusing, so it gets its own paragraph. What the text of the meta means is that you need one instance of each of the primary colors red, yellow, and blue. The secondary color gems (green, orange, and purple) are all effectively two gems for this purpose, and prismatic gems count as three. That is: a green gem counts as one yellow and one blue, while a prismatic gem counts as one yellow, one red, and one blue gem. This means that, most of the time, a Nightmare Tear is going to be the best way to activate your meta. They simply squeeze more stats out of a gem socket than do any of the single or multi-color gems that you might find yourself using.
2. Most hunters are going to need at least one hit rating gem, either a Glinting Ametrine or a Rigid King's Amber to reach hitcap, and many will need more. "Hitcap" is the amount of hit rating you need from gear and buffs in order to never miss a raid boss. In Wrath of the Lich King, the target for hunters is 9%, which equates to 263 hit rating. There are a few rules of thumb to remember with hit rating and hit rating gems. First, the thing I always tell newer hunters is "you can gem for more hit rating, but you can't gem for talent points". What I mean by this is that, in my opinion, putting talent points into Focused Aim is always a last resort. You should always try to get the hit rating you need from gems, enchants, elixirs, and buff foods before you spend talent points on it. Second, if at all possible, use the Icewalker enchant. Icewalker is worth slightly more damage than the agility enchant. It's nothing to fret over, but it's worth trying for. Finally, achieving exactly 263 hit rating is pretty difficult, and often won't happen. In general, as long as you're going to be within 5 rating points of 263 either way, I would prefer to be under rather than over the cap. This is because hit rating is expensive in terms of item budget, and any points in it past 263 are entirely wasted. If you miss with one ability over the course of a night's raiding, that's not going to affect your damage a whole lot. Once you reach the point where you're deciding between 6 rating under or 4 rating over, however, go over the cap.
3. Maximizing your agility is the last, simplest step. Once you've satisfied the first and second requirements, just socket straight Delicate Cardinal Rubies. I'm serious. Ignore any remaining socket bonuses unless the bonus is 10 or more Agility or 12 or more AP or Crit Rating. This is because otherwise you're going to get less damage out of that particular socket than if you'd simply put more agility in it. Of course, you should have been able to cherry-pick the best socket bonuses in the course of fulfilling the first two requirements. Tier 9 pants, for example are an excellent spot to put that prismatic Nightmare Tear and get the 6 agility bonus. Pauldrons of the Devourer would be a nice spot to put a hit gem and get another agility bonus.
See? It only looks confusing or complex on the surface. As long as you follow those three rules, though, gemming and enchanting strategy comes naturally. If you're curious about whether Armor Penetration gems are the right choice for you, by all means check part 3 in this series, where I explain how that works.
The last and final section is what I've decided to call:
Random Crap!
Hooray! This is all the stuff that didn't obviously fit anywhere else. I'll begin with one of the things that turned out to be the secret to keeping my pet alive. I had a lot of pet deaths occur while I was reaching for the ctrl+2 combo to make my pet return to me to get him out of AoE, and Bartender wouldn't let me bind my own keys to the pet bar (probably because of a limitation with WoW). So I made this exceedingly simple macro:
/petfollow
And put it on my regular action bars. My pet started dying a lot less. Of course, the other part of this is that you the hunter need to keep a sharp watch on two parts of the boss fight: you have to watch yourself to make sure you're not standing in fire and you need to watch the melee and bring your pet back to your side when the rogues scatter like cockroaches. If you're looking for a standard raiding spec for pets, I link to one in my post for Survival hunters.
Enchantments, gems, and pets aren't the only things you're doing to maximize your damage during a raid, though. You've also got to come prepared with the proper consumables, the term that covers flasks, elixirs, and buff foods.
Blackened Dragonfin is our preferred buff food. If you need Snapper Extreme to reach your hitcap that's ok, but with the gear available to new hunters at this point, that shouldn't really be an issue. The only other option is for extremely well-geared hunters, who may be at a point where they would consider switching to Hearty Rhino. Again, this is all for maximum performance on progression bosses. If your guild is just clearing farm content in order to reach new stuff, then go ahead and use that fish feast the guild's farming maven put down. Once you get to the hard stuff though, you should be pulling out the real food.
The elixir vs. flask question needs to be considered too. The elixirs you would most likely use would be a combination of Mighty Agility and Mighty Thoughts elixirs; the only flask a hunter is going to be using will be Endless Rage. The decision of which to use comes down to you answering one question: "am I regularly running out of mana on attempts"? If you are, the extra mana pool and extra regen from the intellect elixir will put you above the flask's performance because it will keep you out of Aspect of the Viper and its 50% damage reduction. If, however, mana is not a problem, then the flask is always going to be better damage. The exception here is, again, armor penetration. If you're one of those Marksmanship hunters that's converted to an armor penetration build, then an Elixir of Armor Piercing will combine with the intellect elixir to yield greater performance. Much like with food, the best answer to the question is not which choice is more convenient, but instead which choice produces better damage.
And that concludes this series of guide posts! I would be more than appreciative of any questions anyone might have, suggestions on things that should be clarified, or any other missives you might want to send me. This isn't limited to anything I've already posted, either, I'd be happy to do a gear critique, address any leveling questions, whatever you might think of. Thanks for reading!

Tuesday, September 29, 2009

So your hunter's finally 80, part 3

(Previously: Part 1, Part 2)
Alright, we've made it post three in a series of four! The next and last post will cover things like enchantments, gem choices and strategies, and miscellaneous tips - but first:
Marksmanship Hunter PvE Primer!
Marksmanship as a raiding spec emerged early in 3.1 due to a variety of factors. The first was that Survival took a couple nerfs to the face, so the theorycrafters started looking around for alternatives. What some of them noticed was that armor penetration had been buffed and Marks hunters did a lot of physical damage. Not only that, but the base weapon damage of items dropped in Ulduar were buffed in a patch to account for the lack of new ammo to match the new raid tier, and Marks abilities make better use of that weapon damage than do Survival abilities. Before too long, the spec that emerged was this: 7/57/7. Following is a quick rundown of some of the key talents and why they're important.
  • The talents in the Beast Mastery tree are pretty self explanatory, free haste and a free 2% extra damage.
  • The Survival talents are similar, a free 5% damage and free crit on two of the spec's more frequently used shots.
  • Improved Arcane shot and Rapid Killing are the first talents from the Marks tree that are different from talents that Survival or even BM hunters would pick up. Improved Arcane Shot makes Arcane Shot(AS) an important part of your damage, and Rapid Killing synergizes well with the Readiness talent, further down the tree.
  • Improved Stings is taken because it makes your Chimera Shots (CS), another extremely important part of your damage, hit harder.
  • Readiness is an important ability that, combined with Rapid Killing, allows Marks hunters to use Rapid Fire four times in many boss fights.
  • Barrage and Improved Barrage are both required, maxed talents. Not only do they give AiS a nice boost on their own, they also drive up your damage from:
  • Piercing Shots. This initially unprepossessing talent will actually end up being more and more important to your damage as your gear improves. By the time your armor penetration rating is climbing past 600, damage from this talent should have moved up to third on your list of damaging abilities, passed in importance only by Chimera Shot and Auto Shot.
  • Trueshot Aura is one of those talents that sort of depends. Some hunters that raid exclusively in a 25-person raid will choose not to take it because someone else is covering the buff. If you're a brand new 80 and you're running a lot of heroics, however, you should definitely take it. And even if you're, say, a raider switching classes to hunter and there's a Blood DK or Enhancement Shaman providing their equivalent buffs, I would suggest you take the talent. TSA is guaranteed 100% uptime, while Abomination's Might and Unleashed Rage both have downtime. Your fellow hunters and the melee DPS will thank you.
  • Improved Steady Shot is the tree's best "flex" talent. What I mean by this is that if you need points for another talent that's not budgeted for in the spec I linked to, take those points from ISS. Are you raiding a lot of 10-mans and feel like you could use the mana from Rapid Recuperation? Take them from ISS. Hit-starved and want to knock a couple percent off your cap with Focused Aim? ISS is where to get them.
  • Chimera Shot is, of course, the tree's primary non-automatic damaging ability. We'll cover that below.
You'll remember the "damage priority" concept from the previous post on Survival hunters. The Marksmanship priority is actually easier to manage than the Survival priority, and by the way, that's one of the reasons I find Ghostcrawler's comments about how Beast Mastery is "easier" than the other two trees a little odd. But then, down that road lies only finicky and annoying pedantic argument, so instead we'll move on with the guide. The Marksmanship damage priorities look like this:
As you can see, only one of those abilities is a DOT, and it's the easiest to manage DOT of all of them. That's pretty much the entirety of why the Marksmanship priority is easier to manage than Survival. Some may be curious about why SrS is so much further up the priority here than it is for its sister tree, and the answer is in Chimera Shot. Most of CS's damage is derived from the SrS DOT (which is part of why so many hunters swapped to Marksmanship for Ulduar, the hunter tier 8 two-piece bonus is a direct buff to CS), and a CS fired at a target that doesn't have SrS applied to it is a waste of a GCD and the CS cooldown.
The Aimed/Multi choice is the same as it was for Survival. If a Multi will hit several targets, as in phase 4 of the Mimiron encounter, you should use it. If you're doing single-target damage, Aimed is the right answer.
That's pretty much it, with the exception of one quirk: cooldown management. Now, by "cooldown," I don't mean the Chimera Shot or AiS cooldowns, but the big cooldowns. Things like Rapid Fire, Call of the Wild, AP-on-use trinkets like the Wrathstone, and how those all interact with Readiness.
To start with, I would recommend making a macro that just blew everything all at once. I'd also say you should figure out what mod works best for you to track your cooldowns, because getting the most out of them is way more important for a Marksmanship hunter than it is for Survival. In an ideal boss fight, you would be able to do something like this:
  1. Use your "blow everything" macro within the first fifteen seconds of the encounter, ideally after you've fired your first Chimera, Aimed, and Arcane shots, then immediately use Readiness.
  2. Once your first Rapid Fire has worn off, immediately use it again. Your goal here is to get everything on cooldown as soon as possible.
  3. In three minutes, use your macro and then immediately use Readiness again.
  4. Once your second Rapid Fire has worn off, use it again, for a total of four Rapid Fires over the course of an average-length boss fight.
The idea here should be pretty apparent. You're trying to get the most value possible out of the first Readiness (cutting three shot cooldowns short) and maximizing your chance to get another two Rapid Fires later in the boss fight. The obvious danger is that dumping all your cooldowns so early makes it very easy to pull off the tank, so don't be shy with that early Feign Death. The earlier you get everything on cooldown, the earlier it can all come off of cooldown and let you use it again. This is especially important because a Marksmanship hunter's top damaging ability is Auto Shot, the only thing we've got that receives almost unlimited benefit from haste.
The only real wrinkle in this scheme is the existence of Bloodlust. The only thing better than stacking a bunch of AP effects on top of Rapid Fire is stacking the same effects on top of Rapid Fire and a 'lust. Sadly, the timing of the Bloodlust is outside of your control, and in most cases, it's not going to be worth losing two entire Rapid Fires for the sake of having one really, really good 'lust. However, if the Bloodlust is called sometime in the middle, and you've got, for example, an AP trinket but nothing else available, by all means! Use the trinket with the Bloodlust! Just don't delay your very first Rapid Fire/Readiness sequence while you're waiting for it to be called.
Marksmanship pet and gem/enchantment considerations are identical to those for Survival, so scroll down a post if you skipped that part last week. Well, identical with one exception, and that exception has created enough confusion everywhere to warrant its own little section. So!
Armor Penetration and the Marksmanship Hunter!
Shortly after the release of Patch 3.1, some bright theorycrafter noticed a few things:
  1. There was a lot of armor penetration rating on the mail that dropped in Ulduar
  2. Hunter ranged weapon damage had gone way, way up to make up for the loss of higher damage ammunition
  3. Marksmanship hunters did a lot more physical damage than Survival hunters and,
  4. Their damaging abilities incorporated base weapon damage while Explosive Shot incorporated only Ranged AP
  5. Finally, the 10-man hard mode version of the Thorim encounter had a chance to drop a trinket called the Mjolnir Runestone
The conclusion that this person reached was that, with enough Ulduar gear, you could drop some agility gems for armor penetration gems such that the Runestone's proc would bring you to 100% armor penetration. With this level of gear you could drop Arcane Shot from your priority and use the three talent points thus saved on something else, like Improved Hunter's Mark. The theory was borne out, with top Marks hunters posting numbers like 8-9,000 DPS on stand-still fights like Ignis.
Suddenly there was mass confusion. Hunters at all gear levels and specs had heard that somewhere, the hunters in the top progression guilds in the world were gemming exclusively for armor penetration and began to wonder if they should too. When was the tipping point? Should they respec? Did they need a better weapon, or something more? So on and so forth, and to this day, it's not extremely well understood. To make things worse, they nerfed armor penetration rating by 12% in patch 3.2, so all of the already-posted numbers were no longer valid. So here's what you need to know:
  1. You need 1380 armor penetration rating total to reach 100% penetration. This includes gear, trinket procs, gems, enchantments, buff foods, and elixirs.
  2. This means that if you've got a Runestone, you would want your armor penetration rating before the trinket's proc to total 714.
  3. If you don't have a Runestone, you'll be better off gemming straight agility until you reach a very high armor penetration rating from gear. I would suggest the ability to reach a threshold of 80%, or 1103 rating. Which is to say that the earliest I would even try switching to armor penetration gems is if I reached the point where rating gained from gear, gems, enchants, buff food, and elixir totaled 1103 rating.
  4. Once you reach the point where you're within reach of 90% or more armor penetration, you should absolutely respec and regem.
And that's it, really. It's not actually too confusing, it's just that it's a little harder to find the exact numbers than it is to find the numbers for, say, hit rating. Speaking of, however, hit rating will be one of the subjects I cover in part 4 of this series. I'm going to go over enchantments, sockets, metagem requirements and hitcap, and everything else that goes in to maximizing your performance in a raid. I'll also share a couple tips in the form of macros and UI tweaks that have been really helpful for me, and that will wrap up the series. I know, I know: I'm ignoring the poor Beast Mastery hunters. I'm sorry! I just haven't raided as BM since the Burning Crusade and I'm just not up to date on them. Still, maybe researching and posting about them can be a project for the future!

Tuesday, September 22, 2009

So your hunter's finally 80, part 2

(Previously: Part 1)
So with the first post in this series in-hand, you've started working on the list of pre-raid gear you're trying to acquire. You're ready to run heroics - and lots of them! - but you're unsure of your spec, rotation, and pet choice. Maybe you've heard that Survival is a good tree to spec into as a new 80, but what talents should you take? Which glyphs? What should you do when Lock and Load procs? All these answers and more below, in the
Survival Hunter PvE Primer!
To begin with, I'll expand a little bit on the notion that "Survival is a good tree to start with." This is true in one way and untrue in another. It's true because a SV hunter's primary damaging ability, Explosive Shot (or ExS), doesn't factor base weapon or ammo damage into its damage-done equation. This means that it's not as limited by weapon as Marksmanship hunters are; a SV hunter's damage output scales more evenly with their gear considered as a whole. It's untrue because the SV rotation is actually a little more complex and it has an ability proc to deal with. When Lock and Load (LnL) procs, you have to react to that proc correctly before resuming your rotation. And the word "rotation" isn't even really accurate any more, merely convenient! Hunters, like most DPS classes these days, operate by assigning priorities to various abilities and always using the highest-priority available ability.
More on that in a bit, though. First, the spec. For a new hunter just starting out and running a lot of heroics, I would recommend this spec: 0/15/56. Here's what you're getting with that spec:
  • 5/5 Improved Tracking is a free 5% damage that all hunter specs should be taking.
  • Trap Mastery and Survival Instincts are the only 2nd-tier talents that actually do more damage: the only thing that matters for a PvE hunter.
  • Resourcefulness is required because it decreases the cooldown of Black Arrow (BA). BA not only gives you temporary free 6% damage, it's where you get your LnL procs, and those are an extremely important part of your damage. I think the reason you'll occasionally see hunters without this talent maxed out is because they didn't read the last sentence in the tooltip.
  • Lightning Reflexes and Expose Weakness are defining talents for the tree. Survival hunters have truly insane amounts of agility, and a quarter of that agility turns into free AP. 2/3 Expose Weakness is, however, sufficient: even a hunter in poor gear will see something like 80% buff uptime with two points in this talent, and the remaining point is better spent elsewhere.
  • Noxious Stings is another talent new and inexperienced hunters skip. The reality is that few other talents in any tree (or for any class) have returns as high as Noxious Stings'. A few moments reflection is good enough to see this. If you're pulling 2k DPS on a boss without Noxious Stings, you would be pulling 2060 with it. 3 points in improved aspect of the hawk, for example, will never get you 60 DPS, and Noxious Stings just gets better the better your gear is.
  • 3/3 Thrill of the Hunt (TotH) and 2/3 Hunting Party (HP) are mostly good for hunters running a lot of five-man dungeons. A good tank/healer team that chain pull the instance (getting it done faster) can also run their DPS out of mana pretty quickly, so the efficiency from TotH and the replenishment from HP are good for everyone. Once you're regularly raiding 25-mans, you'll shift those points to other talents, but this is the best place for them for now.
  • The talents from the Marks tree are required for every hunter spec, with the possible exceptions of Go for the Throat (GftT) and Aimed Shot (AiS). Beast Mastery hunters can choose to regenerate pet focus by other means and so may skip GftT. Aimed Shot is a matter of preference. I prefer to have an instant-cast healing debuff as part of my rotation. Many hunters, however, prefer to put that point into Improved Aspect of the Hawk (IAotH), and that's perfectly valid.
  • The glyphs are fairly standard. Glyphing Serpent Sting (SrS) means you waste fewer GCDs re-applying SrS for the Noxious Stings benefit, allowing you to spend those GCDs on abilities that actually do appreciable damage. The ExS simply provides more crit for your most damaging ability. The Kill Shot (KS) glyph isn't ideal for 5-mans, but there aren't any really suitable replacements. Minor glyphs are matters of convenience and, in my opinion, the feign, pack, and mend pet glyphs provide the most of it.
Whew, ok! So that's spec and glyphs. Now what? Oh right, that thing about assigning priorities or whatever. Ok. Here's the thing: "rotations" have pretty much disappeared from WoW since the vanilla/BC days. No one just memorizes a sequence of abilities and uses them in exactly the same order for the entire length of a boss fight. How it works these days is that you figure out which abilities do the most damage, and then use your abilities in that order. The priorities for a SV hunter look like this:
  1. Kill Shot
  2. Explosive Shot
  3. Black Arrow
  4. Aimed Shot/Multi Shot
  5. Serpent Sting
  6. Steady Shot
What this means is that if, for example, KS had no CD and no restriction on its use, you would just mash your KS button the entire time, because that would do the most damage. KS has both a cooldown and restrictions, though, so if you can't Kill Shot, you use ExS. If you can't ExS and BA is off of cooldown, then you put BA on the boss, and so on all the way down the line. There are a few things that are possibly confusing about this priority, so I'll address each of these in turn.
The first thing that trips up a lot of hunters is that ExS comes before BA. "If I used BA first," the new hunter says, "won't my ExS do 6% more damage and wouldn't that be better?" The answer is that yes, that particular ExS would do 6% more damage but you're delaying the firing of that ExS by 1.5s (the length of the GCD) in order to do so. Over the course of an entire boss fight, you're going to lose several Explosive Shots if you try to set them up with a black arrow. Think of it this way: ExS has a 6 second CD and BA lasts for 15 seconds. Either way, you're getting in at least one ExS with an extra 6% damage. If you use BA before ExS, you're electing to get 6% more damage on a single ExS use instead of firing more total Explosive Shots. Firing another ExS will always do more damage than 6% of one.
The second possible point of confusion is the Aimed vs. Multi Shot entry. Aimed and Multi Shot share a cooldown, so this line is basically saying "if you've specced into AiS, use it now. If not, use Multi". The only caveat here is that if you're clearing trash or fighting a boss with adds or multiple components (think Grand Magus Telestra), then a Multi that will hit multiple targets will do more damage than an AiS. Against a single target, AiS will always do more damage, especially if you've been able to stand still long enough to get the Sniper Training buff.
The third and last thing to note is Serpent Sting. All this line means is that, if SrS has fallen off the boss, now is the time to re-apply it. Much like BA vs. ExS, the extra 3% damage is worth speccing for, and it's more important than another Steady Shot, but anything else is more worthwhile, because those things have cooldowns and SrS/Steady Shot do not.
A mod like Watcher (discussed in a previous post) and some time on a training dummy can help get used to the priority system. You'll find after a while that it's really not too difficult to maintain, except for one little problem: Lock and Load.
The thing that makes this proc interesting is that ExS is actually a 3-second DOT (Damage Over Time effect). The GCD is only 1.5s, which means that if you just mash your ExS button three times when you get an LnL proc, you'll overwrite the last tick of the DOT when the new ExS lands, meaning an overall loss of damage. A lot of hunters realize this and try to compensate by putting things like an instant-cast AiS in between Explosive Shots. The problem with this is that hunter shots have a travel time - they actually travel through the air before they land on the target and apply their effect.
The upshot is that you only need to wait half a second, a full second less than the global cooldown. That is to say, the correct way to deal with an LnL proc (where "correct" means "the way that does the most damage") is this:
ExS > wait half second > ExS > wait a half second > ExS
All of this, of course, sort of neglects one of the defining elements of the hunter class: the pet. Sadly, there's not a whole lot of choice between pets for raiding hunters right now. Most hunters you see in Dalaran will have a wolf at their side, and pretty much the sole reason for that is Furious Howl. In (if I remember correctly) patch 3.1, they changed things such that the AP gain from the wolf's howl stacks with other AP effects such as Blessing of Might. The free 320 AP from the wolf overrides all other pet abilities in most cases, although certain raids will have certain exceptions. For most hunters, though, your best bet is going to be a wolf. I would recommend speccing your pet like this. There is of course more to pet management in a raid, especially during bosses with lots of targeted AoE, but that's a subject for another post.
This almost brings this post to a close. The last things to consider are gems and enchantments. I'll address this in more detail in part 4 of this guide series, but your guiding principle is agility. By far your most numerous gem should be the Delicate Cardinal Ruby, to the point of ignoring socket bonuses. Very, very few socket bonuses will be worth as much damage as the 10 agility you would be losing if you used a purple or orange gem to get them. When choosing between enchants, if an agility option is available, you should take it.
That just about covers it! Don't sweat the little stuff too much - your damage will improve quickly at this stage, both with gear and with improvement in managing our abilities. Raiding guilds will appreciate the effort and research you've put into your class, and any competent mid-level raid guild would rather have a recruit with a gear deficit rather than a skill deficit. Have fun!

Tuesday, September 15, 2009

So your hunter's finally 80, part 1

Alright, welcome to the first in a series of guides for new hunters! I thought it appropriate to start with a gear list, since that's often the most overwhelming part of a new (or especially a first!) 80. The list is arranged by item slot and within each slot items are ranked by quality, so that the best item for that slot is listed first. There are a number of items that require emblems or farming the heroic Trial of the Champion instance, so don't ignore the items further down the list! You can pick those up to improve your performance while farming emblems for the other stuff, or before you feel like your DPS is ready for the higher damage requirements of ToC. A hunter with a healthy mix of the items on this list would certainly be capable of between 4K to 5.5K DPS (depending on boss and raid composition) and could apply to many active raiding guilds with a clear conscience. And that is, after all, the goal of this gear guide: to help you gear your new hunter to a point where you can get started with raiding. Please let me know if you have any questions or suggestions!

Head:
Conqueror's Scourgestalker Headpiece (Emblem purchase)
Truesight Ice Blinders (Engineer-only crafted)
Plunderer's Helmet (H-UK)

Neck:
Broach of the Wailing Night (Emblem purchase)
Ancient Pendant of Arathor (H-ToC)
Titanium Impact Choker (Crafted)
Necklace of the Arcane Spheres (H-VH)
Necklace of the Chrono Lord (H-CS)
The Severed Noose of Westwind (Icecrown quest reward)

Cloak:
Hammerhead Sharksin Cloak (Emblem purchase)
Ice Striker's Cloak (Crafted)
Cloak of the Gushing Wound (H-VH)
Ice Striker's Cloak (Crafted)
Embrace of Sorrow (HoL)

Shoulders:
Pauldrons of Concealed Loathing (H-ToC)
Spaulders of the Abomination (H-CoS)
Spaulders of Lost Secrets (HoL quest reward)

Chest:
Conqueror's Scourgestalker Tunic (Emblem purchase)
Polished Regimental Hauberk (Argent rep)
Linked Armor of the Spheres (HoS)
Aviary Guardsman's Hauberk (BoE)
Assault Hauberk (Coldarra quest reward)

Wrists:
Slime Stream Bands (BoE)
Bracers of the Smothering Inferno (BoE)
Armguard of the Tower Archer (Emblem purchase)
Eaglebane Bracers (Crafted)

Gloves:
Gloves of the Dark Exile (H-ToC)
Rusted-Link Spiked Gauntlets (BoE)
Grips of the Beast God (H-Gun'drak)
Tear-Linked Gauntlets (UP)

Belt:
Sovereign's Belt (H-UP)
Vereesa's Silver Chain Belt (Emblem purchase)
Cord of Swirling Winds (H-HoS)
Giant Ring Belt (Sons of Hodir rep)
Belt of Tasseled Lanterns (BoE)

Legs:
Leggings of the Tireless Sentry (Emblem purchase)
Leggings of the Stone Halls (H-HoS)
Hollowed Mandible Legplates (H-AN)
Leather-Braced Chain Legguards (HoL)


Feet:
Boots of Living Scale (Crafted with runed orbs purchased with emblems)
Pack-Ice Striders (Emblem purchase)
Dragon Slayer's Sabatons (H-Nexus)

Rings:
Surge Needle Ring (BoE)
Ring of Invincibility (Emblem purchase)
Titanium Impact Band (Crafted)
Bjarngrim Family Signet (HoL)
Mobius Band (H-VH)
Signet of Bridenbrad (Icecrown quest reward)
Jagged Ice Band (Storm Peaks quest reward)

Trinkets:
Mirror of Truth (Emblem purchase)
Banner of Victory (ToC)
Sphere of Red Dragon's Blood (H-Nexus)
Figurine - Emerald Boar (decent trinket JCs can make themselves)
Mighty Alchemist's Stone (similar, but for alchemists)
Chuchu's Tiny Box of Horrors (Icecrown quest reward)

Melee Weapons:
Marrowstrike (H-ToC)
Staff of Trickery (H-VH)
Fang of Truth (Wyrmrest rep)
Ymiron's Blade (UP)
Whale-Stick Harpoon (Kalu'ak rep)
Icier Barbed Spear (100% More Chilling)

Ranged:
True-aim Long Rifle (H-ToC)
Drake-Mounted Crossbow (H-UK)
Sen'jin Beakblade Longrifle (Argent Tourney)
Titanium Compound Bow (H-OK)

Sunday, August 16, 2009

How to make gear decisions

One of the most common questions on the WoW hunter forum is "I have items X and Y and I can't choose between them, which should I use?" Answering these questions for yourself isn't too difficult, and in my opinion is part of the fun of being a raider (yes, I'm a nerd), so I thought I'd step through it here. Maybe if a couple people read this, they'll have a little more fun looking through the upgrades for their own hunters. I'll use a real question from the forum's front page today for my example, since it's a pretty good one: Marrowstrike vs. Twisted Visage.
To start with, here are the two items in Wowhead's comparison tool. Right at the very top of the list you'll see that TV is an item level 232 item, while Marrowstrike is stuck at 219. At the very least, this means that if they had the exact same stats, TV would be the better item, since it would just have more of everything.
Unfortunately for the confused hunter out there, they're not itemized identically at all: TV has 70 hit and no sockets, while Marrow has no hit, 60 armor penetration, and a yellow socket with a 4 agility bonus. And this is where most people are going to run into trouble. They're going to start thinking about what gem they would put in that socket, if they'll have the bonus or not, how much does the reduction in crit from TV to Marrow cost them, and how much the gain in armor penetration is worth. Most of the time, doing all that may feel like the right thing to do, but it's just creating more of a problem for yourself than you need it to be.
Remember: more item levels on TV means that it just innately has more possible damage per second contained in its frame than Marrow, which means you only need to decide if you can make use of the majority of those item levels. So what you really need to ask yourself is this:
"With my curent gear, would TV put me way over the hitcap of 263 hit rating?"
If the answer is yes, then you're better off with Marrowstrike.
If the answer is no, then you're better off with TV.
Obviously this example isn't universal - sometimes you're comparing items with identical item levels - but the principle is going to remain the same. Reduce the complexity of the question you're answering and the question becomes much easier to answer. Most of the time, gear comparison between two pieces can be narrowed down to a single stat, or between comparing equivalent values of two different stats.
Take a look, for instance, at Hellion Glaive vs. Twin's Pact. The two weapons are very nearly identical, but the staff has 90 haste rating and the polearm has 90 critical strike rating. Everything a hunter can do can crit for more damage, but only auto shot and steady shot can benefit at all from haste. Therefore, you should always prefer critical strike rating to haste rating if at all possible.
"But wait!" the astute reader may say, "what if I put your two questions together? What if I've got two items where one has haste and a higher item level, but the other has crit and a lower item level?"
Your question brings me to the last comparison of the day: Twin's Pact vs. Lotrafen, Spear of the Damned.
This one is near and dear to my heart, as I'm currently carting around a Lotrafen and it seems quite possible that I could see the staff drop before Anub drops his polearm for me. Assuming a feral doesn't want the staff (I'll come back to the melee vs. ranged thing at the end of this), then it seems like a tough comparison. Really, though, we're just looking at another instance of that first comparison. The extra item levels on the staff really show: before you even count the socket, it has more agility, more armor pen, more stam, and more AP. More of everything just on its own, and it'll be even better once there's a socket in it. Sure crit rating is better than haste rating, but even there the staff has three more than the spear. A marksmanship hunter especially gets a lot of his or her damage from auto shot and steady shot: two things that benefit from haste. Considered along with the superiority of the staff in every other way, you would be doing your raid a disservice if you gave yourself loot tunnel vision and let the staff go to waste.
I almost did that once myself: when TV dropped the second time and our feral already had it, I didn't send a bid to the master looter because I really, really wanted Lotrafen. But the reality was that TV was a much better item than the Relentless Edge I had been using, and it would have been foolish to let the staff get melted. The ML rightly charged me a single point and looted the staff to me.
You'll notice, though, that in the case of both staves I mentioned feral druids. This caveat includes all the melee classes, really, it's just that ferals are the only ones that can use staves. There's this important stat on melee weapons that a lot of hunters seem to ignore, and that's the damage the weapon actually does when you hit something with it. Remember how, in the previous examples, the better item was the one with the fewest wasted item levels? Ok.
A hunter wastes every single item level spent on melee weapon damage.
You are hurting your own raid if you take a melee weapon away from a melee class if the weapon's actual DPS is an upgrade over the one they're carrying. Conversely, they're hurting the raid if they take a ranged weapon from you if it does more damage than your current one. The only time you should take a melee weapon over a melee class is if they already have a weapon with equivalent damage. The first time Lotrafen dropped for my guild, the feral and I both rolled for it because we were both DKP capped and we were both using Twisted Visage. The weapon was a very similar upgrade for both of us. If he'd been using a 212 DPS weapon, I would have passed to him without hesitation (in fact, the bid I sent to the master looter was actually "20 points, pass to melee").
So there you have it. If you can't decide if something is an upgrade or not, look for how you can simplify the question and remember: always consider the good of the raid first.