
The absolute worst part about it is that none of your CDs match up. None of your procs match up. Everything, and I mean everything, is asynchronous. So, you're constantly facing shifting spell priorities -- not so much on a tank-and-spank -- but in any "real" fight, because certain phases and movements and buffs and debuffs will always be throwing off your spell rotation. The spell rotations worked out in previous discussion are fragile things, and it's an easy thing to get flustered when all of a sudden your carefully practiced rotations are boogered up by Web Spray or a polarity shift.
Tuesday, March 10, 2009
SV Respec Kit for Dummies, Part 3 of 3
Friday, February 27, 2009
SV Respec Kit for Dummies, Part 2 of 3

In our previous post, we discovered just how easy it was to accomplish steps one through four in our quest to become an effective end-game raiding SV hunter with minimal fuss.
The next step is, necessarily, a little more complicated, but I am going to break it down for you with some exercises that you can try out at a training dummy. Normally I wouldn't stoop to a dummy...but I decided to get a non-exotic pet and respec SV only hours before a raid, and so I was forced to practice in Ironforge just to avoid being laughed out of the raid. Ever since then, I've taken to practicing regularly on dummies to refine my rotation and keep my skills sharp.
- When Lock and Load procs, it will show up as a personal buff. Figure out where your buffs show up, and watch that area.
- Now, leave the heroic training dummy and find a lowbie dummy.
- Take up a position roughly 15 yards away and use your freezing arrow to put a freezing trap smack dab on top of that dummy.
- When that trap goes off, you'll see Lock and Load proc.
- Immediately start one of the two rotation options I just gave you. (For now, don't put Serpent Sting on the target. It has a chance of proc'ing LnL when you aren't ready for it!)
- Once you've finished the LnL shot rotation, move smoothly back into your basic shot rotation of ESx1+SSx3.
- Run through your basic rotation a couple times, then leave combat
With this exercise, you're going to use a trap that DOES proc LnL on a boss most of the time. This means that, if you are lucky and don't get any trap resists, you get 2 free Explosive Shots every 30 seconds. 10 free ESshots on a five minute boss fight? Outstanding!
Here is what you do -- try this on a lower level dummy so you can guarantee the proc for now.
- Before starting combat, step into melee range of the dummy.
- Drop your Immolation Trap and immediately strafe sideways or step backwards to get out of melee range. Not too far, you're just trying to get to where you can shoot.
- As soon as the trap goes off, watch your buff area -- LnL should proc immediately.
- Begin your alternate LnL shot rotation, then transition smoothly into your normal shot rotation.
- As you notice your trap coming off the 30 second CD, make your way towards melee range without losing too much DPS time -- a few steps during a GCD here and there should do it.
- When the trap comes off CD, drop it again on top of the target dummy. I usually wait half a heartbeat after the CD is up just to guarantee that LnL is off CD as well. (Keep an eye on your ES CD, but don't worry if it's less than halfway through CD when LnL procs. You have 10 seconds once LnL procs to get those 2 extra shots in.)
- Step quickly out of melee range, either by strafing or moving backwards, and continue with your LnL shot rotation
- Rinse and repeat til you are out of mana.
Congratulations! You're trap-dancing.
You may be able to combine this with Sniper Training, but I've never had any luck with that. I just use the strategy that's best for the boss at hand. If I need to be at range, I stay at range, and if I can get within melee, I trap-dance.
Just don't take a Hateful Strike from Patchwerk while dropping your trap...
Heart of the Wild: Same situation as with Rapid Fire -- and stacking them is a great burst of DPS.
Kill Shot: Doesn't use a GCD. Macro it in front of every spell in your rotation. That way it always goes off when it comes off CD.
#showtooltip Explosive Shot
/script UIErrorsFrame:UnregisterEvent("UI_ERROR_MESSAGE");
/cast Kill Command
/cast Kill Shot
/script UIErrorsFrame:RegisterEvent("UI_ERROR_MESSAGE");
/cast Explosive Shot
I combine KC and KS with both ES and SS in two separate macros. Do what you feel comfortable with.
To be continued...
SV Respec Kit for Dummies, Part 1 of 3

PVE and end-game raiding as a SV hunter is not hard. It's a little tougher than BM, with more movement, but if you want to do some respectable DPS, AND have fun doing it, survival's a great way to go. Many people have told me they find it intimidating, particularly if they've been BM or MM all the way. Why is this for dummies? First, because I did all the research before I respecced, checked out every talent, planned my gear, practiced, modified my macros, and STILL made a ton of mistakes along the way (yes, I'm still making them even now). Second, because you will be using not just dummies like me to learn, but the training dummies in capital cities.
I'm going to summarize what I learned, slough off all the unnecessary stuff, and give you some exercises -- yes, homework -- that you can use to practice and get better very quickly. You can vary the directions below with excellent results if you are willing to take the time to understand what you are doing, as with anything. The best way to learn however, is to simply jump right in and start exploding things with DoTs. Still intimidated? Fear not, hunter friend, the barrier to entry on SV is lower than you might think.
More extended discussion: all the same things that were important as MM and BM are important as SV. Hit rating and getting to the hit cap is the most important thing. Do you read BRK? Did you know that your pet's hit rating rounds DOWN to the nearest whole number? Yeah... that means, if you have 262 hit rating and no points in Focused Aim, you may have 7.99% hit, but your pet has 7.0% hit.
To be continued....
Tuesday, July 15, 2008
Warcraft Classes for Dummies
I'm going to be starting a new series over here in the next couple of days. I'll focus on each class individually and covering the following topics:
- The class' role - for classes that can have multiple classes, each will be covered
- The possible trees for the class - the trees from the talent tree with signature skills for that tree highlighted
- The class defining skills - the hallmarks of this, especially skills that only this class can use
- Abilities that make you a good member of that class - for instance, crowd controlling and removing debuffs
- Infrequently Used Skills to be mastered - the skills, that while not often used, are critical to certain encounters
- Class skills that should always be used - the "core competencies" of the class and what can increase the effectiveness of the class
- Emergency Skills - the skills that can quickly save your hide when things go horribly wrong
- Advanced Skills - the skills, either core or emergency, which if mastered show a truly good player
- Stereotypes - the general misconceptions tied to the class
- Profession considerations - professions that marry particularly well with the class
I expect the class discussions to begin on Thursday.
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Monday, April 28, 2008
Raiding as a Caster - Spell Hit and DPS
Today we're talking only to the offensive casters in the raid group. So listen up mages, warlocks, shadow priests, elemental shamans, and boomkin. This post is for you. Hunters, rogues, warriors, elemental shamans and healers can have the day off.
In the world of raiding, you're going to have a set of "goal" numbers to get into Karazhan which is probably about +600 spell damage, 9000 Mana, 7500 Health. These benchmarks are set up this way because it's what you need to succeed at Karazhan. Luckily, as you are busy succeeding, you're getting gear drops. Each of those drops is hopefully making you a little better at turning mana into dead bosses.
At some point, you'll be heading off to the 25 man content. Your raid leader now may expect some things out of you that you're unused to dealing with. I think most raid leaders want to see consistent DPS out from all damage dealers at around 800-850 DPS. Damage meters will run and data will be collected. If for some reason you don't measure up, you'll have to work out why. Here is a list of potential pit-falls arranged in the order of easiest to hardest to correct.
- Did I do everything in my power to self-buff? Did you eat your +spell damage food? Did you have one flask or two elixirs? Did you put Wizard Oil on your weapon? Is everything enchanted with suitable enchants? Did I ensure I had all buffs? (The number of Paladin buffs you have should be equal to the number of paladins in your raid. Unless you are running in some bizarro world with 15 paladins.) Did I use my self-only buffs as needed? These questions all address one 0f the best ways to get yourself ready for a raid. Eat appropriate food, use appropriate elixirs or flasks, and ensure you have buffs. However, after doing just that you may still be falling short of your goals.
- Was I in the appropriate raid group? This is completely beyond your control. However, being in a group with a Draenei caster is always appropriate. Their racial increases your spell hit rating by 1%. While it's nice to have healers in groups with elemental shamans, it's often more appropriate to split them up amongst your casting groups. Totem of Wrath gives a +3% spell hit to group members. Alliance really lucks out here in that all of elemental shamans give +4% (racial + totem) to their groups. Warlocks may lose out here in that their imps often provide stamina buff to primarily tank/melee groups. If so, try to make sure those warlocks are affliction locks. (See Question #3)
- Is my spec built for end-game raiding? We all like to do some grinding, daily questing and PVPing. However, depending on your class there are some talents you must absolutely have to avoid misses.
- Druids - Balance of Power (Balance Tier 6) increases spell hit by 4%
- Mages - Elemental Precision (tier 1 Frost) increases fire and frost spell hit by 3%. Arcane Focus (tier 1 Arcane) increases arcane spell hit by 10%.
- Priests - Shadow Focus (tier 2 Shadow) increases shadow spell hit by 10%. There is also a talent buried deep in the discipline tree that affects spell hit for some spells. I haven't listed it because I don't think there is a reliable spec that hits both of these. If there is, I'm sure an astute reader will find it.
- Shamans - Three separate talents increase spell hit:
- Elemental Precision (Elemental Tier 6) Increases spell hit by 6%.
- Nature's Guidance (Restoration Tier 3) Increases spell hit by 3%
- Totem of Wrath (Restoration Tier 9) increases entire party spell hit by 3%.
- Warlocks - Suppression (Affliction Tier 1) increases affliction spells only by 10%.
- Do I need spell hit gear? While your gear may have been perfectly fine for Karazhan, if you're missing on spells, you're sacrificing DPS. There is some very nice spell hit gear for casters in Karazhan. Also, consider giving up a spell damage enchant (you do have one of those, don't you) on your gloves for Spell Strike for the +15 spell hit rating. The amount of gear with +spell hit you need can be as much as 202 (for no talent/no buffs). Consider also Great Dawnstone (yellow) or Veiled Noble Topaz (yellow/red) to give yourself a +spell hit rating buff.
As we progress WoW becomes more and more of a thinking person's game. I hope you brought your thinking cap.
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Friday, April 25, 2008
How Not to Spec
Every time I look at someone's spec and see 0/0/61 (or 0/61/0 or 61/0/0) I cringe. I'm just afraid that by putting the whole kit and kaboodle into a tree, you're really gimping yourself elsewhere. As I started the research for this topic, I found out that not all classes have the same number of talent points to work with. In fact, let's look at a picture.
This graph shows the total number of choices for the 61 skill points available to you (at level 70). It's pretty easy to see that rogues far outweigh other classes with a startling 208 possible talent point allocations. Coming in last place on the total number of choices are druids and warlocks with just over 180 points each.
I'd like to tell you how many possible rogue specs there are but the mathematics deals with absolutely HUGE numbers and the non-equal distribution of the trees makes this non-trivial. Let's just say there are a lot.
Something else that I didn't know is that for some class-tree combinations, it is not possible to have all 61 points into one tree. Let's look at another graph that shows the number of talents (per tree) for the various classes.
It's pretty clear that the following class-tree combinations can never spend all 61 points in that tree because there are fewer than 61 total points in the tree:
- Balance Druids
- Beastmastery Hunters
- Affliction Warlocks
- Feral Druids
I don't believe there are any true "winners" in the low tiers of either the balance or feral tree for retoration druids. So, if you're a 0/0/61 restoration druid, you can ignore this article. For the rest of you, look at the numbers, look at the trees. Take a good hard look at the tier 1 and 2 talents outside your chosen spec. Is there something in those tiers that could take the place of one of the less effective talents in your chosen tree?
Of my five 70s, I've spent 61 points in one tree on exactly none of them. My priest is discipline/holy, my hunter is beastmaster/marksman, my warlock is affliction/demonology, my rogue is subtlety/combat. Even my tank warrior doesn't have all points in protection. There are skills in the first two tiers of the other trees that are just too good.
With respec costs low (considering the cash flow available at 70) it might not hurt to try out a slightly different spec. I know I've spent plenty of gold on moving one or two (or five) points around until I found the exact spec I wanted. Take a look and see if you can't get some slightly better performance as well.
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Monday, January 28, 2008
Saving My Cool Downs
Everything I know about managing resources really came from me playing Magic: The Gathering. Back in the day, I was a big fan of saving my bombs for exactly the right moment. Unfortunately, I found that sometimes I was stuck at the end of the game with a handful of cards that could’ve come in useful when I was still alive.
To some degree the same principles apply in WoW. We’re all used to resource usage. You have a finite amount of mana, rage or energy. There are only so many reagents, bullets and potions you can carry. There are whole discussions in the blogoverse about it’s better for healers to have a larger mana pool or a greater rate of mana regeneration. And warlocks are constantly faced with the decision about conversion of one resource type (life) to another (mana).
But we all have at our disposal another resource type – time. I’m used to time as a resource as far as potion timer goes. If I drink a mana pot early, I’m likely to be able to drink another in the later stages of a fight. At first it was counter-intuitive to drink a potion when I didn’t really, really need it. But it turns out that this is quite often the best solution.
Of course, this article isn’t really about potion timers either. It is really more about abilities we all have that have a longish cool-down. I’m talking things in the 3-6 minute range rather than the cool downs that are more easily measured in fractions of hours.
I’ve always been a big saver of cool downs. For instance, I only tend to pop my Rapid Fire on bosses. However, I think I’m playing wrong. I should be popping that skill each time it comes up as long as it’ll also be available for the upcoming boss.
I think the thing that needs to be kept in mind is that these abilities have a cool down because they are very powerful. More powerful abilities tend to have longer cool downs. So as long as you can use the cool down and still have it available for key fights, you should. You’ll have better luck knowing when you can use cool downs on bosses that you’ve cleared before, but for the most part it’s never “Surprise! Here we are at a boss!”
I tried to follow my own advice on the guild Karazhan run and I noticed some improvement in my overall performance. Of course, I don’t recommend this for key abilities that more appropriately belong to your raid leader than you (battle resurrection, enervate, and the like). Good luck out there!
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Friday, December 7, 2007
Baking and Speccing
My good friend Owaru has said to me (and anyone else that would listen) that WoW has become a thinking person's game since the advent of Burning Crusade. What he means by this I think are that there are a number of things that you must consider when making choices about gear, spec, rotations and other things. Thankfully just at the same time we were required to start weighing different things that we were used to looking at, Blizzard handed us another way (through jewelcrafting) to customize our gear choices. We already had enchanting, but now we have two ways.
Today I'm going to look at Building a Mage (a class I don't run, so therefore I may be wrong) and baking bread.
| Making a mage | Baking bread |
| The two main ingredients for making a mage are some increased spell damage (mages are all about DPS you know) and some way to make it run. Mana is the power source used for every mage. | The two main ingredients in bread are some flour and some way to make dough. Water turns particulate into fluid and in this case it will make a dough. |
| Run your mage with only these two aspects for a while | Bake. |
| Did you find your mage lacked something? Some staying power or something else? | How did you enjoy the cement slab that you baked? Not very satisfying? Need something more? I think what we’ve made here is a tortilla? |
| Let’s give the mage some staying power. Basically, playing a mage is a resource utilization problem. You have your mana which must power spells. Your life total is also a resource. If you haven’t spent all your mana, but are dead you’ll never get to spend that mana. “A dead mage does no DPS.:" But do we need as much stamina as spell damage? Probably not. The primary goal of the mage is to stay alive long enough for their massive DPS to have an effect. A little stamina (for a mage) goes a long way. | Let’s give the bread some volume. But we don’t need the same amount of yeast as flour and/or water. We’ll use a little yeast and that’ll go a long way. You see, yeast is actually tiny organisms that give off bubbles as a by product. Those bubbles get caught in the dough and make it more voluminous. Bake. |
| The mage is getting better. But there are still some things missing. Sure, when the firebolts start flying (and actually connecting) they do massive sustained DPS. Awesome. But we’re missing way too often. Let’s add some spell hit rating. | Well, the bread isn’t as flat as last time but it’s still not quite there. Let’s take the extra step of dissolving the yeast in the water and maybe giving the yeast a little food to work with. We’ll add some sugar (or honey) to feed the yeast. Well fed yeast, produces more bubbles and that’ll give us more lift. |
| Wow. We’re really getting there. But we’re still missing that something. It must be the big number syndrome from when we land a critical strike. We could make that go up by increasing our spell hit just a bit. | Wow. Really close. But it’s missing that certain something. Let’s add just a pinch of salt. It’ll be so subtle you probably won’t be able to identify it, but if it’s missing you’ll know something is. |
| So very close. Now, it’s a matter of pushing the buttons and doing things in the right order. | Let’s do things in the right order. Yes, follow the recipe. Do all the right things in the right order. Let your dough rest at the appropriate times. |
| Congratulations. You did it. | Congratulations. You did it. |
Now. If you really want to make some bread, I recommend getting this recipe. It makes good stuff.
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