Monday, June 1, 2009

Hunter problems

In the spirit of helping out Taura and posting all the Hunter help posts, I have been levelling Loeria (my own hunter) and managed to hit 79 yesterday in Icecrown. I have been having issues though. My main problems have been managing my mana and managing my pet.

I burn through it so fast, I have to drink every pull and sometimes even pop Aspect of the Viper in the middle - and lets not even talk about boss fights. How are hunters supposed to manage their mana and still generate respectable DPS? Maybe things are different at endgame...

The other major problem I have is managing my pet. Following my own advice, I went out and got myself a wolf. And he is great: does a ton of dps, buffs myself and my group (no raids on Loeria yet), and even occasionally takes a bullet for me. But in a group situation, I have trouble using him effectively. Does anyone have any advice in this respect? Are there any macros you use that maximize pet dps uptime? How do you keep him alive? I find that Nighteyes (my wolf) spends more time dead in dungeons than anything else.

Any help is welcome. Thanks,

Elk

EDIT (June 29th): I have been playing and raiding with Loeria a fair bit and her gear has improved markedly as well as my skill with her. Mana seems much less of an issue in raids with a replenishment buff going and I have become a lot better with practice at keeping Nighteyes alive. So, I think the moral of this story is "stick with it: practice makes perfect."

Friday, May 8, 2009

Mana regeneration and healing post 3.1

The great mana regeneration nerf of 3.1 was supposed to make mana conservation an issue again. I haven't really seen that though. The only changes I have made to my healing is weaving Nourish into the mix and letting my lifeblooms bloom and I finish Ulduar boss fights with 75% or more mana. Apparently, I am not the only one that has noticed it. Yesterday, Ghostcrawler said:

To be honest, despite all of the nerfs, mana regeneration still doesn't seem to be an issue for healers in Ulduar. You can often still afford to cast your largest heals and not care about overhealing because the risk of people dying feels like a far greater risk than running out of mana.

We're not sure that will lead to us making any additional nerfs at this time (and Replenishment would probably be the target if we needed to.) So far we're really happy with how the various fights in Ulduar feel. There are very intense moments (like Frozen Blows) but there are breaks as well (in between Mimiron phases for example). Many of the fights are dynamic -- you heal in one fashion at times (say MT healing) and then another fashion at other times (say raid healing during add moment or big AE spells). There aren't too many times where you're just spamming your spells every cooldown or GCD, and when it happens it's not necessarily for too long.

That said, we think we can still make healing more interesting. :)


Honestly, I think he is right. They can make healing more interesting. But isn't it stressful enough as it is? We are using every GCD available to us and people are still dying. Miss a taunt on Auriaya and your tank gets insta-gibbed, no matter how many HoTs he has ticking on him. Tympanic Tantrum ties my guts up in knots! And don't even get me started on Mimiron!

Another thing I have noticed in 3.1 is how much less significant HoTs have become. Or at least, that's how it feels to me. Our HoTs have always been overwritten to a certain extent, but they don't hardly tick any more. Things may be slightly different when we manage to get a 4-piece T8, I suppose and have that little extra buffer to play with.

Has anyone else noticed this, or am I imagining things?

Wednesday, May 6, 2009

Hunters 101 - part IV: Haste and beyond



In previous installments, we've talked about threat, hit, crit and attack power as well as pointing to some threads on pet selection. Today we are going to look at Haste and how to fit all the information in the other sections together.

HASTE

At its very basic, haste increases attack speed. However, as with most things, it is not nearly as simple as that. There are abilities and talents that increase your attaack speed by a certain percentage and haste rating, found on certain gear, which also increases attack speed.

Abilities like Auto Shot and Rapid Fire and talents such as Improved Aspect of the Hawk and Serpent's Swiftness provide an increase to the speed of your ranged attacks. The precentages provided by these abilities and talents are multiplicative, not additive. For example, a hunter using auto shot has a 15% increase in his ranged attack speed (115%). If he is using rapid fire and has proc'd 5/5 improved aspect of the hawk and has 5/5 in serpent's swiftness, his ranged attack speed is increased by 222.18% (115*140*115*120). This increase applies to the hunter's auto shot but does not modify casting times or the global cooldown at all.

Haste rating stacks additively with itself (i.e. if you have 35 haste rating on a helm, 65 on a weapon, 40 from a food buff and 35 from an elixir you have a total of 175 haste rating) and is then converted to a percentage that stacks multiplicatively with any other haste percentages as I described above. The important thing to remember here is that at level 80:

32.79 haste rating provides a 1% increase in attack speed.


Haste rating has a couple of advantages over flat haste percentages. Firstly, it modifies melee attack speed as well as casting speed by the same percentage, so the cast time on Steady Shot goes down and secondly and most importantly, it progressively decreases the global cooldown from the normal 1.5 seconds to a minimum of 1 second (you would need 1639 haste rating to reduce the global cooldown to 1 second. This is actually unachievable with currently available gear.)

So what does this mean to beastmaster hunters? Unfortunately, not much. While talents that improve haste are very nice and convenient (a full 30-45% of personal BM dps comes from auto shot) haste rating is the least important of all gear modifiers.

When choosing which gear to wear, a beastmaster hunter should look at the following stats in this order:

1. Hit Rating (up to 263 or 8%)

2. Attack Power considering that 2 AP is equivalent to 1 agility

3. Agility

4. Intellect

5.Critical Strike Rating

6. Stamina

7. Armor Penetration Rating and, lastly

8. Haste Rating


In the next installment, we'll be talking about specs, glyphs and shot rotations. Still to come: controlling your pet and more.

Friday, May 1, 2009

Hunters 101 - part III: pet selection

This is more of an impromptu post. Pet selection is not something I planned on tackling this early in the series, but Jessica Klein over at WoW Insider made a brilliant, concise and accurate post regarding pet selection for raiding so I decided to link to it from here as a part of this series.

During her post she refers to a dps spreadsheet made by Shandara over at Elitist Jerks. I will be talking about how to use this spreadsheet and others like it at some point in the future. They are an a amazing tool to help maximize dps.

For now, though, enjoy Lyssana's excellent post on hunter pet selection.

Wednesday, April 29, 2009

Druids: cat form DPS

Since we started raiding Ulduar a couple of weeks ago, we have come across some problems. Not in the usual places, like healing and tanking, but in the more unusual arena of DPS. We were failing miserably on several DPS check fights (like Razorscale and Deconstructor), hitting hard enrages without being close to killing them. To address this problem, our raid leader recently made a general request of the guild to start forum threads covering DPS in its various forms with rotations, builds and other tips to begin educating our members and aleviating the problem. We are, after all, a casual guild that happens to raid, not anything close to a hardcore guild. That being said, we do have several members that know their classes very very well and are capable of providing guidance for the rest of us.

I decided to take the plunge and write what I knew about druids DPSing in cat form. Here is the result of that effort:

I don't pretend to be an expert at this, but I am getting more and more familiar with the inner workings and theorycrafting of druid dps in cat form as time goes on.

First lets talk about resources: everyone in this series of posts has mentioned Elitist Jerks and I need to give it a nod also. It is, hands down, the best, most in-depth forum for mechanics of any class out there. The only drawback it has is that it may be TOO complicated. The amount of theorycrafting and mathematically intense calculating on the various threads can scare away (with good reason) the more casual player. For those who feel that much of the information at Elitist Jerks is over their heads, there are a number of more approachable druid blogs that handle various aspects of druiding (TM). For cat dps, the foremost blog, in my opinion, is Karthis' Of Teeth and Claws. He speaks very candidly and clearly about the how to get the most out of your cat in many different situations. Due to the nature blogging, finding the answer to the exact question you have may require a little digging, but in most cases, the answers are there. Unfortunately, a few of his latest posts seem to indicate a degree of burnout, so the position of leading cat blogger may soon be vacated.

DPS as a cat is not what it used to be. We now have to juggle a lot of different abilities and are limited only by our energy regeneration. We can't just mangle-spam and expect to do well on the damage meters. And lets face it: when we are dpsing (unlike healing or tanking) our position on the meters is almost all that matters.

The abilities that we will be using to dps are: Mangle, Rake and Shred to generate combo points, Savage Roar, Rip and Ferocious Bite to use them up and Tiger's Fury to generate precious energy. The basic idea of dps as a cat is to get Savage Roar up and KEEP it up while keeping bleeds, dots and debuffs up as much as possible. While Mangle is not truly desirable for its dps potential, it *is* desirable for the debuff that it applies. If we have a feral druid tanking or another cat druid in the raid attacking the same targets, we may talk ahead of time to see whose responsibility it will be to keep Mangle applied to the targets. In the case of a beartank, they will want to be the one mangling because of the threat it is capable of generating. If there is only a second cat (and no beartank), then generally the one with lesser damage potential should be refreshing mangle.

Use Rake early and allow it to go almost its full duration before reapplying. The up front damage is low compared to the bleed aspect of this ability so we want to maximize energy usage by allowing it to go on as long as possible. As soon as the fight begins use Savage Roar as soon as possible, even if it only with a single combo point. That flat 30% increase in damage is too valuable to wait for 5 points. After that, Shred to 5 combo points, then Savage Roar again to get the 33 sec duration up. Keep using Shred, only stopping to reapply Rake or Mangle as necessary then Rip at 5 combo points. Keep juggling these abilites. If (i.e. when) you run out of energy, use Tiger's Fury to instantly regenerate 60 energy and keep going. If you reach 5 combo points and Rip still has a long time left (8 sec or more) and you don't need to reapply Savage Roar use Ferocious Bite instead. Unless you have the glyph of shred (which I don't yet) this should not occur very often at all.

All this requires carefully watching 1. Debuffs on the boss. 2. Buffs on you and 3. Energy reserves. There are a number of mods to help with this DOTimers is a mod originally developed for warlocks but works really well for cat druids. It shows the debuffs on the boss with countdowns showing how close they are to expiring. I think there is a way to make it show your own buffs as well, but haven't figured it out yet, so I am constantly looking at my own buff timers to see how long I have left on Savage Roar.

Use Berserk every time it is up. Use Berserk every time it is up. Use Berserk every time it is up. Use Berserk every time it is up. Use Berserk every time it is up.

In conclusion:

With beartank: Rake-->Savage Roar-->Shred-->Shred-->Tiger's fury-->Shred to 5 combo points-->Savage Roar-->Rake-->Shred to 5 cp-->Rip, refresh Rake, Savage Roar and Rip as necessary.

Without another mangler: Mangle-->Savage Roar-->Rake-->Shred-->Tiger's Fury-->Shred to 5cp-->Savage Roar-->Shred-->Rake-->Shred to 5cp-->Rip. Refresh Rake, Savage Roar and Rip as necessary.

Oh, and watch your threat...

Tell me what you all think.

Monday, April 27, 2009

Finding a new identity

That's what it feels like. I am still a druid. I am still a restoration druid. But I don't have a feel for how to play any more. I feel like a fumbling, bumbling idiot...

My usual Sunday/Monday 10-man group went to Ulduar yesterday. I used Rejuventation as my go-to heal while stacking all different HoTs on the tanks. Then using Nourish to keep them at max health. Pretty standard stuff. But looking at the WWS reports after the raid, I saw that my HPS took a massive hit from pre-3.1 numbers. And it's not all about Lifebloom. I just can't put my finger on what the problem is.

I was responsible for rooting the adds during the Ignis fight so I missed a lot of heals while we learned that fight. But I felt like my HoTs tick too slowly to make a difference and my direct heals were very sad by comparison to either our shaman or our paladin and I don't think either are geared as well as I am.

I wish I knew what I was doing wrong. I think of myself as relatively skilled and knowledgeable about the game and especially about my class. Last night was rather sobering. Perhaps I'm not as good as I thought I was and I was just coasting on an overpowered healing class.

Tuesday, April 14, 2009

Hunters 101 - part II: hit, crit and AP

In the last installment I covered the concept of threat and tools a hunter can use to manage it. It is impossible to understate the importance of understanding and properly responding to threat issues that arise while in a raid.

In this installment, I am going to talk about some more concrete numbers that affect hunters, their pets and their raids.

HIT

The base chance to miss while striking a mob is 5% for 2-handed and ranged weapons and 24% for dual wielded melee weapons. This assumes that you and the mob are of equal level and that you have the maximum allowable weapon skill for your level (400 at level 80). For a boss level mob (the ones with the little skull where their level should be, technically level 83) that chance goes up to 8% for ranged and 2-handed weapons and 27% for dual-wielded weapons. That means that during a boss fight, a full 8% or more than one twelfth of your shots will miss. That is a lot of lost damage, time and mana.

There are two major ways to mitigate this. The first is through talents. Most classes, including hunters, have talents that increase their chance to hit with weapons or abilities or some or all of their spells. For hunters, Focused Aim is a three point talent in the first tier of the marksmanship tree. When maxed out, it increases the hunter's chance to hit with all weapons, shots, skills and abilities by 3%. That cuts down the miss chance on bosses by more than a third and can significantly increase your DPS.

The second way to mitigate the base miss chance is by stacking +hit rating on your gear. Hit rating is not the same as hit percentage though the two are directly related. At level 80, every 32.79 hit rating you have on your gear will increase your overall chance to hit by 1%. Since our goal should be to not miss at all, we need to have a total of 263 hit rating to mitigate all 8% of the miss chance on bosses. If we use this in conjunction with three points in Focused Aim we only need a total hit rating of 164 to never miss.

But what about Fluffy? A hunter's pet doesn't wear any gear. Since a good portion of a hunter's DPS comes from his pet, it behooves the hunter to make sure that his pet does not miss much either. Fortunately, a hunter's pet gets a portion of the stats from his master's gear: the more stamina the hunter has, the hardier the pet, the more attack power, the harder he hits. Pets also get 100% of the hit percentage of the hunter, with a couple of caveats: it is always rounded down. So if you have stacked your hit rating and managed to get your hit percentage up to 7.97%, Fluffy's hit percentage is 7%. So she still has a full 1% miss chance, even though yours is only 0.03%. Here is another caveat: your pet ONLY gets your hit rating. Talents like Focused Aim do not translate to your pet and there are no talents in the beast mastery tree or in any of the pet talent trees that increase your pets chance to hit, so your only recourse (if you want Fluffy to hit that boss every single time) is to stack hit rating up to the magical 263 mark.

The term "hit cap" is bandied about a fair bit. If you have read and understood everything in this post so far, you already know what it is. The hit cap varies depending on what talents they have and what other buffs they are receiving from their race and their raids (draenei have an aura that increases hit chance by 1%, shamans have totems that increase hit chance, etc). At it's most basic, the hit cap is the amount of hit rating after which it is wasted. I.e. if you have 280 hit rating on your gear, 17 points of that offer you absolutely nothing. So while it is important to get your hit as close as possible to the hit cap, it is actually detrimental to exceed it by too much since you are forsaking other stats that may help you in other ways.

CRITICAL STRIKE

Every time you make a physical attack with either a melee or ranged weapon there is a base chance of 5% that it will result in a critical strike, commonly referred to as a "crit". Crits deal double physical damage.

So crits are a good thing, right? You betcha! We all love seeing those massive numbers scroll across our screens. Four things affect the chance we have to get a critical strike. First is the difference between the attack rating of the attacker and the defense rating of the defender. For PvE, this isn't very complicated: your weapon skill is probably 400 and, if the defender is also level 80, his defense is also 400. So it cancels out. Of course, boss level mobs are considered level 83, so their defense is 415. When attacking a boss, your crit chance will be lower by 0.2% per point of difference or 3%.

The second thing that affects critical strike chance is agility. This one is pretty straight forward: as a hunter, for every 83.3 points of agility you have, you increase your chance to crit by 1%.

Next we have critical strike rating. At level 80, every 45.91 critical strike rating increases your chance to crit by 1%.

Lastly, talents. There are a slew of talents that increase your pets or your own chance to critically hit. Lethal shots, Ferocity, Master Marksman and others increase your overall chance to crit. Equally importantly, there are talents that proc (proc is an abbreviation that harkens back to the MUD days that refers to a weapon or item activating with the "Chance on Hit" or "Chance on Use" effect) from crits. For example, Cobra Strikes increase your pet's damage in response to your own crits.

When considering all these options together you can see how important critical strikes are as a part of your DPS arsenal. So what is more important? +crit or +hit? That question is a little more tricky. You cannot stack +hit ad infinitum without crippling yourself. On the other hand, if you focus exclusively on +crit, you will be missing so much, your DPS will suffer considerably. My suggestion would be to gear up to 164 hit rating and put 3/3 in Focused Aim. As you become better geared, keep increasing your hit rating to 263, and gradually remove the points from Focused Aim, moving them to Lethal shots.

ATTACK POWER

Your base dps (before haste or crits or special attacks) comes from your base weapon damage, its speed and your attack power. Every 14 points of attack power increase your dps by 1. Most special attacks like arcane shot, serpent sting and others are modified by your attack power. So the higher your attack power, the higher damage your shots and other special attacks do.

Unlike hit and crit, there is no maximum your attack power can reach and no diminishing returns from increasing it. Other than pure attack power modifiers on gear, your ranged attack power is modified by your agility (1 agility = 1 attack power). There are also a number of abilities and talents that increase attack power: Hunter's mark and careful aim for example.

In the next installment, I will cover Haste and probably delve into some of the nuances of shot rotations.

As always, please leave me a note if you found this post interesting or helpful and especially if you find anything inaccurate and/or blatantly wrong. I try to be as informed as possible, but hunters are not my forte and I have been known to make mistakes.