[Guide] PvE MM Hunter: How to improve your game play
H! folks
Here is a quick guide i put as video tutorial for hunter. Its about the things that there is not really that much information about like, how to move as hunter, how to dispel shamblings, putting frost trap triple traps, macros and why we are using them, doing dps on LK, Halion, DBS and so on.
Overall nice guide. Stressing the importance of an auto shot timer was nice. Could have also covered auto hit hit weaving as auto hit and auto shot are on seperate cds. The macro to track your curent target to make use of the Tier 1 talent in the survival tree is useless. As long as you have for example Dragonkins tracker, you also do increased damage vs Undead. You could combine all the "target Boss X" macros into one macro to save some bindings n space. You can freedom the slow from DBS. Also no coverage of permanent Serpent Sting and Chimera Shot - Serpent damage increasement via Tier 10 2 set bonus + Culling the Herd. Dunno if that's too basic for you to cover though.
What was actually new to me was that you can actually tripple Explosive Trap enemies. Always thought the effects of the aoe effect overlap each other and cancel each other out. That is actually really helpful to me. Thanks a lot!
I haven't watched the whole video so not sure if jump shot was also covered in it.
While running away from your target jump shot makes you able to use instant abilitys on the target behind you.
Compared to stutter stepping jump shot has the advantage that you don't lose any movement speed but the disadvantge that you clip your auto shots.
Ideally you should use both movement methods depending on the situation. https://www.youtube.com/watch?v=lFrYDG3bY_s
I haven't watched the whole video so not sure if jump shot was also covered in it.
While running away from your target jump shot makes you able to use instant abilitys on the target behind you.
Compared to stutter stepping jump shot has the advantage that you don't lose any movement speed but the disadvantge that you clip your auto shots.
Ideally you should use both movement methods depending on the situation. https://www.youtube.com/watch?v=lFrYDG3bY_s
I agree there are different ways to move around AH and AS i just wanted to stress that this is actual a thing and you need to learn to move around it. Ones you master the basic you can do stutter or full move depend on your game style i think.
Overall nice guide. Stressing the importance of an auto shot timer was nice. Could have also covered auto hit hit weaving as auto hit and auto shot are on seperate cds. The macro to track your curent target to make use of the Tier 1 talent in the survival tree is useless. As long as you have for example Dragonkins tracker, you also do increased damage vs Undead. You could combine all the "target Boss X" macros into one macro to save some bindings n space. You can freedom the slow from DBS. Also no coverage of permanent Serpent Sting and Chimera Shot - Serpent damage increasement via Tier 10 2 set bonus + Culling the Herd. Dunno if that's too basic for you to cover though.
What was actually new to me was that you can actually tripple Explosive Trap enemies. Always thought the effects of the aoe effect overlap each other and cancel each other out. That is actually really helpful to me. Thanks a lot!
I was thinking about that the SS snapshot should i put it in the guide or not. The thing that forces me to not include that is that most of the times you will end up losing dps doing it. The gain is so small and you need long fight to make it useful. Lets say you do hard refresh it with ones and for some reason you lose SS on the main target, you need to cast it again or just wait to time it with tier bonus. You`ll end up hard casting two times and this 2 global you could use to do some more instant spells or StedyS and on top of that you need fight like 3.5 - 4min to make it even if you lose it and redo it you will end up losing dps. From all the test i did its really not worth the global unless comes natural with rotation or you just wait at the start and time it. That`s why i didn`t want to include that couse if people start doing just because i said ss will do perma more damage and they do it wrong way they will lose dps.
The test i did back was 2x3 full icc runs not doing it and doing it, and combat logs didn't convince me that was worth it unless something change after my tests.
ps. On fight like BQL when you have bite, you want to do it for sure on other fights personally i`ll not recommend.
About the tracking talent and macro you are right i use to track other things not related to the talent and was forgetting a lot to swap, like Mailbox, AH, Regens things like that. That`s why i`m using this one and i don`t need to worry do i track something or not. Anything that will make me not thinking about stuff like this `ill take it :) just lazy i guess.
Hi, good guide overall but i don't agree with few things.
Ur opener is wrong, on dbs/lots of other boss you need to delay ur call of the wild+readiness.
You delay ur big cd if you don't proc T10 open, and call of the wild before your second chimera+aimed shot and readiness after.
If you proc t10 on ur first hit just Call of the wild+readiness first rotation.
And please, don't backped after ur trap!
And on P1 Lk trap in front of the boss, don't play behind, if there's a st mele you'll lose your trap.
''You delay ur big cd if you don't proc T10 open, and call of the wild before your second chimera+aimed shot and readiness after.''
Thats wrong,u should always use your CoTW on top of your best trinket+bloodlust+potion.
I came to a different conclusion regarding the re casting of Serpent Sting during the Tier 10 2 set bonus. I just did some rough testing on a heroic training dummy with my 1400 arp hunter (bis except dbw).
I assumed the following:
My crit raiting is 75%
I excluded trinket proccs
Looking at the average Serpent Sting tick damage, the average Steady Shot damage (including the 30% bleed damage from Piercing Shots), the average Chimera Shot - Serpent damage and then factoring in the 15% damage increasement for Serpent Sting and Chimera Shot - Serpent over different time periods in contrast of the cost of one average Steady Shot damage it is worth rebuffing if you can expect to damage the target by just 60 seconds after rebuffing.
Now, obviously that's just a rough estimation. For example u would need 104.8% crit to have 100% crit chance vs bosses as they are count as level 83 targets. Also I didn't camp at the training dummy for 10 minutes, constantly clicking off my buffs n spamming Steady Shot/Chimera but I doubt it's far from a realistic value.
Hi, good guide overall but i don't agree with few things.
Ur opener is wrong, on dbs/lots of other boss you need to delay ur call of the wild+readiness.
You delay ur big cd if you don't proc T10 open, and call of the wild before your second chimera+aimed shot and readiness after.
If you proc t10 on ur first hit just Call of the wild+readiness first rotation.
And please, don't backped after ur trap!
And on P1 Lk trap in front of the boss, don't play behind, if there's a st mele you'll lose your trap.
''You delay ur big cd if you don't proc T10 open, and call of the wild before your second chimera+aimed shot and readiness after.''
Thats wrong,u should always use your CoTW on top of your best trinket+bloodlust+potion.
I did give link to detail video explanation on that cd usages and trinket procs etc.
My way its different - I`ll just say my ways of using cds on every class is different because i`m always about consistency. Have lots of videos showing the dps using that method and im more than happy about it, not saying is the best method but its the one that gives me the best results.
At this point you're doing enough damage to be just fine. There are tiny things that can add a little dps, but it's barely relevant.
One of them is a pet attack/hunter's mark macro. On bosses that you can target before start you can send your pet in before you engage the boss so when you activate cooldowns your pet will be doing damage instead of traveling. Not only that, but this macro is important for switching your pet's target such as on a necessary raging spirit and marking them.
Another is playing different races. Orc has an increase to pet damage and minor AP increase.
Many hunters don't understand the opening rotation. I call it the forward or backward rotation and there is subtle damage difference, but mainly it's a situational thing. The rotation you are doing is the normal forward rotation with cooldowns on start. You lose minor damage on this because your procs don't always happen on start and also your rapid fire doesn't line up and thus you can accidentally lose damage sometimes. I will say the forward rotation is valuable if you need to double MD and put out sufficient threat mainly in 10 man raids.
Now the backwards rotation. It's the same rotation, but it's the other way and your rapid fire lines up perfect with max procs. You blow your cooldowns after your first chimera/aimed and you do your readiness on your 2nd chimera/aimed instead. You'll notice after you finished your 3rd chimera/aimed that the rapid fire will match up perfect and you lose no down time. It's a difference of a few hundred dps in your burst.
Macro in some haste potions if you're really bent on beating your teammates.
And lastly trap spec isn't always the best. It's great for halion and LK, but some other bosses in the game a higher ranged damage spec will outshine traps because you can't sit on a boss the whole fight. So it's good to have a secondary spec. Now again these are tiny things and honestly you don't need them to clear the content in this game.
I came to a different conclusion regarding the re casting of Serpent Sting during the Tier 10 2 set bonus. I just did some rough testing on a heroic training dummy with my 1400 arp hunter (bis except dbw).
I assumed the following:
My crit raiting is 75%
I excluded trinket proccs
Looking at the average Serpent Sting tick damage, the average Steady Shot damage (including the 30% bleed damage from Piercing Shots), the average Chimera Shot - Serpent damage and then factoring in the 15% damage increasement for Serpent Sting and Chimera Shot - Serpent over different time periods in contrast of the cost of one average Steady Shot damage it is worth rebuffing if you can expect to damage the target by just 60 seconds after rebuffing.
Now, obviously that's just a rough estimation. For example u would need 104.8% crit to have 100% crit chance vs bosses as they are count as level 83 targets. Also I didn't camp at the training dummy for 10 minutes, constantly clicking off my buffs n spamming Steady Shot/Chimera but I doubt it's far from a realistic value.
If the Serpent Sting + Chimera Shot interaction is still like it was the last time I checked, then how it works is that the damage of your Chimera-Serpent will be increased through the t10 buff even if your existing Serpent Sting wasn't applied under it. Vice-versa too - so if your Serpent Sting is rolling the t10 buff, that doesn't mean your Chimera-Serpent will always be buffed by it.
Crit suppression absolutely exists. I don't know what one of the above posters understood those links to mean, but they weren't saying that.
crit suppression does not exist. Aldriana and Landsoul were fooled by recount. They did tests in front of the dummy instead of behind it and recount shows blocks as hits.
Crit suppression absolutely exists. I don't know what one of the above posters understood those links to mean, but they weren't saying that.
"Recent research has shown that the 4.8% Crit depression does not exist.
Back when the original tests were done, they attacked from the front and forgot about Block. Recount will show a partial Block as a Hit.
This means that the Crit cap is 4.8% higher than originally thought."
From my last link... please read the sources before you say that the sources say nothing.
You're mistaken on the broader context of the discussion you quoted.
The confusion there was that it was previously believed that there was a 4.8% crit depression that would always exist regardless of your crit chance. I.e. even with 100% crit chance, your auto-attack breakdown would be 24% glancing blows, 71.2% crits, and 4.8% normal hits.
This was wrong, because the 4.8% normal hits they were seeing were actually hits that were partly blocked by the dummy. Block is higher up on the hit table than crits, but it's possible to avoid being blocked entirely if you're behind the target.
That's what led to this realization:
Oh, I see what you're saying - it's not a parse bug, but a "there's more crap on the hit table" issue. Upon retesting from behind, I am in fact able to push all hits off the table and get nothing but crits, misses, dodges, and glances. Which confirms that the crit cap is again 4.8% higher than we've been recently thinking.
The above discussion doesn't lead to the conclusion you arrived at that "crit suppression doesn't exist at all".
The suppression of your crit chance by 4.8% when attacking a boss lvl enemy does in fact exist. There are screenshots in your link that evidence this, and properly researching this will lead you the same conclusion. This is something pretty widely known, and it's not unique to Wrath.
Point is, Homerjay was correct when he said:
For example u would need 104.8% crit to have 100% crit chance vs bosses as they are count as level 83 targets.