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My Armory Spec
At present, Survival and Marksman
are the top raiding specs for Hunters with Survival
leading in damage capability. After 3.1's release,
even veteran Survival Hunters had trouble finding
the optinum DPS (Damage Per Second) build. I,
myself, spent nearly 400 gold in respecs because
I continuously tweaked my talents as I progressed
in understanding my new talents, limits and strengths.
Unlike Beast Masters, Survivalists and Marksmen
focus on buffing themselves rather than their
pets. For those of us who became Hunters for the
team effort of a master-pet relationship, it's
sad to know that, as a Survivalist or a Marksman,
your pet becomes little more than added damage
in a fight. Buffing them and tweaking their skills
over your own is a disservice to yourself and
those you group/raid with because it will not
be an efficient trade-off like a Beast Master.
As a Survivalists or a Marksmen, your sole purpose
is to DPS your little heart out as fast as you
possibly can. As with any raid DPS class, you
should always aim to be #1 on Damage Done and
DPS. Pushing yourself to that limit will, inevitably,
result in a better DPS average than settling for
what you can do "base" (ie: without
pushing yourself to the limits and actively trying
to be better/faster).
I've finally settled into a spec that I can enjoy,
appreciate and top the damage charts with. You
can view my spec on the
armory. I played around a lot with various
specs when 3.1 came out and this is the spec that
has allowed me to go further on the damage list
than any other.
A question I spent a lot of time deciding over,
and you probably will, too, was: "Is it better
that I sacrifice 3 points so that I can take Focused
Aim and be hit-capped?" Depending
on your current hit rating, the answer may be
different. 9% is a Hunter's hit cap so if you're
sitting at around 5%, taking Focused
Aim will hurt your DPS but not too badly.
You will still top the damage charts - moreso
than if you were to swap the 3 points for something
else. Until you get up to 7.5 or 8% hit, I would
recommend putting those 3 points into Focused
Aim. Once you're into the 25-man content,
it won't be long until you are naturally hit-capped
because of your gear. I do not - I repeat: DO
NOT - recommend gemming for hit rating. You can
read more about gemming/enchanting here.
Inspect gear carefully for hit rating and pick
and choose your stats that way. If you lose a
small percentage (~0.50%) of critical strike rating
and/or attack power (~60-100) for a good amount
of hit (~0.50%+), I certainly recommend taking
those two losses for the one gain as hit rating
is significantly harder to make up for and your
gemming/enchanting will help you balance out attack
power/crit losses.
Hunters use either a shot sequence (thumbs-up!)
or a shot rotation (thumbs down!). As similar
as they sound, they are not the same thing.
USE: A sequence: Sequences are based on the
priority of Hunter abilities and Hunters prioritize
by determining the most effective damage-dealing
abilities. So if you are using abilities 1-4,
you will be focusing on their cooldowns rather
than a trap of 1... 2... 3... 4. Say you mark
1 as your lowest damage ability and 4 as your
highest, you will be carefully watching your 3
and 4 cooldowns and sacrificing your 1 and 2 abilities
for a chance to use your 3 and 4 abilities. So,
instead of 1... 2... 3... 4, you may very well
be doing 4... 3.... 2... 1... 3... 2... 4, etc.
DON'T USE: A rotation: With a rotation, you
use a planned out, prioritized set of abilities
that you stick to no matter what. Once again,
if you are using abilities 1-4 (on your main action
bar) in your rotation, you will go through the
rotation of 1... 2... 3... 4 without deviating
from it. While easy and mindless, this method
enables Hunters to ignore their cooldowns while
failing to use their highest damage abilities
- especially since, on average, Survivalists and
Marksmen will use around 7-8 abilities regularly.
I have my hotbar set up this way:
1: Autoshoot
2: Hunter's
Mark
3: Multi-Shot
4: Volley
5: Kill
Command
6: Kill
Shot
7: Steady
Shot
8: Explosive
Shot
9: Serpent
Sting
0: Black
Arrow
-: Trinket
=: Feign
Death
ON TRASH: I classify "trash" as any
mob that consists of 3+ targets which need to
be taken down at (roughly) the same time. I open
up with Multi-Shot, use Volley through 1 full
cast and about 50-75% through the second cast
before I go back to Multi-Shot. I weave in Kill
Command and Kill Shot whenever possible. If it
is a mob with a "big guy" and a bunch
of "little guys" (ie: Freya flower trash
in Ulduar), I will use my single-target sequence
on the "big guy" and move into my trash
sequence for the "little guys."
SINGLE-TARGET: My single-target sequence is significantly
more complicated. I prioritized my abilities (from
most damage to least) as Kill Shot, Black Arrow,
Serpent Sting, Explosive Shot and Steady Shot.
When I first open up on a target, the very first
ability I use is Hunter's Mark and then I blow
my trinket. After I've blown my trinket, I start
in with my sequence. While I don't have it on
my hotbar, I'm also sure to use Rapid
Fire after the first time I'm able to
use my Kill Shot. It can be a little challenging
and daunting at first; however, adjusting to an
effective sequence is key in achieving the most
DPS you can do.
Maxing out your DPS doesn't end at your spec,
shot sequence, gear or even all of those combined.
There's also raid awareness and Hunter
aids that help you, too. The type of
pet you choose is also a significant portion
of your DPS, too, and it matters how you spec
out its talents.
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SURVIVALIST TALENTS
(From Top and Left to Right in Your Talent
Tree)
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TALENT
|
WHAT IT
DOES
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NUKUMI'S
OPINION
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| Improved Tracking |
While tracking
Beasts, Demons, Dragonkin, Elementals, Giants,
Humanoids or Undead, all ranged damage done
to those types is increased by [1% / 2%
/ 3% / 4% / 5%].
|
LIKE IT:
You can't go wrong with any permanent damage
increase, especially when the cost is as minimal
as making sure you remember to track what
you're fighting. |
| Hawk Eye |
Increases the
range of your ranged weapons by [2 / 4 / 6]
yards. |
IT'S OKAY:
Increased range capability is never a bad
thing but with the current raiding instances
you rarely find yourself out of range. |
| Savage Strikes |
Increases the
critical strike chance of Raptor Strike, Mongoose
Bite and Counterattack by [10% / 20%]. |
DON'T LIKE
IT: Not beneficial to any type of Hunter
unless you pull aggro and something tries
to eat your face. Better that you use a Frost
Trap or Mongoose Bite on it, get some range
and rinse/repeat until you can Kill Shot it. |
| |
| Surefooted |
Reduces the duration
of movement impairing effects by [10% / 20%
/ 30%]. |
DON'T LIKE
IT: For the amount of times that you will
find yourself unable to move (and capable
of dispelling that effect), which is rare,
this otherwise good talent becomes a wasted
talent point in comparison to other talents
you could select. |
| Entrapment |
When your Frost
Trap, Immolation Trap, Explosive Trap and
Snake Trap are triggered, you entrap all afflicted
targets, preventing them from moving for 4
seconds. |
LIKE IT:
I actually like this talent a fair amount
and only resisted taking it because of how
infrequently I actually use traps in an instance.
For the times I do use them, I can see this
talent being exceedingly useful. However,
I only have so many talent points to use and
felt that there were better ones that took
a greater priority than Entrapment. |
| Trap Mastery |
Increases the
duration of your Frost Trap/Freezing Trap
by [10% / 20% / 30%], the DOT done by your
Immolation Trap, Explosive Trap and Black
Arrow by [10% / 20% / 30%] and the number
of snakes summoned by your Snake Trap by [3
/ 6 / 9]. |
LIKE IT:
As much as I like every aspect of this talent,
I admit that I only took it because of the
DOT bonus it gave to Black Arrow. Everything
about this talent is great and useful but
the DOT aspect gaurantees and increase in
damage, which is what I look for in my Survivalist
spec. |
| |
| Survival Instincts |
Reduces all damage
taken by [2% / 4%] and increases the critical
strike chance of your Arcane Shot, Steady
Shot and Explosive Shot by [2% / 4%]. |
LIKE IT:
This is a win/win situation right here: damage
reduction and critical strike chance.
You can't go wrong with such a straight-forward
talent. |
| Scatter Shot |
A short-range
shot that deals 50% weapon damage and disorients
the target for 4 seconds. Any damage caused
will remove the effect. Turns off your attack
when used. |
DON'T LIKE
IT: Hunters have far too many good
crowd control methods to use a risky liability
like Scatter Shot. Disorienting your target
could end up sending it into a neighboring
mob, defeating your attempt to control your
target. |
| Deflection |
Increases your
chance to parry by [1% / 2% / 3%] and reduces
the duration of all Disarm effects used against
you by [16% / 25% / 50%]. This does not stack
with other Disarm duration reducing effects. |
DON'T LIKE
IT: While the parry aspect of Deflection
is good, I find the disarm portion a little
too useless in current raiding instances.
In fact, I don't recall the last time I was
actually disarmed for a lengthy period. |
| Survival Tactics |
Reduces the chance
your Feign Death ability and all trap spells
will be resisted by[2% / 4%] and reduces the
cooldown of your Disengage ability by [2 /
4] seconds. |
IT'S OKAY:
If we had unlimited talent points, I'd
take this one. Its bonuses aren't poor but
they're not as useful as some of the others.
My Feign Death and traps are hardly ever actually
resisted and Disengage has never worked all
that well once you start getting up thered
in damage since you easily overpower your
pet if you go all out. |
| |
| T.N.T. |
Increases the
damage done by your Explosive Shot, Explosive
Trap, Black Arrow and Immolation Trap by [2%
/ 4% / 6%]. |
LIKE IT: As
a Survivalist, Explosive Shot and Black Arrow
are going to be two of your most frequently
used abilities. Increasing their damage -
even by a small percentage - is a huge benefit
to your DPS. |
| Lock and Load |
Your have a 100%
chance when you trap a target with Freezing
Trap, Freezing Arrow or Frost Trap and a [2%
/ 4% / 6%] chance when you deal periodic damage
with your Immolation Trap or Black Arrow to
cause your next 2 Arcane Shot or Explosive
Shot spells to trigger no cooldown, cost no
mana and consume no ammo. |
LIKE IT: With
the attack speed of most high-end bows, crossbows
and guns these days, you go through ammo like
crazy. Nah! That's just an extra side-bonus
to this talent. The meat of what makes this
talent great is getting in 2 extra shots with
Explosive Shot back-to-back simply because
you use Black Arrow whenever you can. |
| |
| Hunter vs.
Wild |
Increases you
and your pet's Attack Power and Ranged Attack
Power equal to [10% / 20% / 30%] of your total
Stamina.
This talent requires 5 points in Survivalist. |
LIKE IT: Easy,
permanent way to increase your and your pet's
Attack Power. If your Stamina is 1207, you're
increasing your own Attack Power by 362 (25.8
DPS) and your pet's by 72.4. Both are significant
increases. |
| Killer Instinct |
Increases your
critical strike chance with all attacked by
[1% / 2% / 3%]. |
LIKE IT: Critical
strike chance is easily one of the most important
stats we Hunters have. Increasing it on all
of your attacks will make all your dreams
come true. |
| Counterattack |
A strike that
becomes active after parrying an opponent's
attack. It deals 53 damage and immobilizes
your target for 5 seconds. It cannot be blocked,
dodged or parried.
This talent requires 3 points in Deflection. |
IT'S OKAY:
The concept is nice but there's not a
lot of times where this is going to prove
useful in end-game or even questing to justify
spending the points in it. |
| |
| Lightning
Reflexes |
Increases your
Agility by [3% / 6% / 9% / 12% / 15%]. |
LIKE IT:
I'm an Agility fangirl, what can I say? It
not only gives us attack power but also critical
strike chance. |
| Resourcefulness |
Reduces the mana
cost of all traps, melee abilities and Black
Arrow by [20% / 40% / 60%] and reduces the
cooldown of all traps and Black Arrow by [2
/ 4 / 6] seconds. |
LIKE IT:
Fast-paced combat can be an extreme drain
on our mana and this kind of decrease really
helps us out. |
|
| Expose Weakness |
Your ranged criticals
have a [33% / 66% / 100%] chance to grant
you Expose Weakness, increasing your attack
power by 25% of your Agility for 7 seconds.
This talent requires 5 points in Lightning
Reflexes. |
LIKE IT:
Any increase in attack power is a plus, especially
since it's best to collect and stack Agility.
This talent is almost like having an added
bonus to focusing on Agility. |
| Wyvern Sting |
A stinging shot
that puts your target to sleep for 30 seconds.
Any damage will cancel the effect. When your
target wakes up, the sting causes 300 Nature
damage over 6 seconds. Only one sting per
Hunter can be active on the target at a time.
This talent requires 3 points in Killer Instinct. |
IT'S OKAY:
Good for crowd control but not remarkable
on its own. Unfortunately, it's required for
Noxious Stings so I do recommend putting the
1 point in Wyvern Sting. |
| Thrill of
the Hunt |
Gives you a [33%
/ 66% / 100%] chance to regain 40% of the
mana cost of any shot when it critically hits. |
LIKE IT:
Great way to help get past the mana crutch. |
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| Master Tactician |
Your successful
ranged attacks have a 10% chance to increase
your critical strike chance with all all attacks
by [2% / 4% / 6% / 8% / 10%] for 8 seconds. |
LIKE IT:
This is a fabulous skill because it's guaranteed
that you'll be hitting things almost without
a miss so the chance to gain such an increase
is fairly significant. |
| Noxious Stings |
If Wyvern Sting
is dispelled, the dispeller is also afflicted
by Wyvern Sting lasting [16% / 25% / 50%]
of the duration remaining and increases all
damage done by you to targets afflicted by
your Serpent Sting by [1% / 2% / 3%].
This talent requires 1 point in Wyvern Sting. |
LIKE IT:
Your Serpent Sting is one of our two DOT (Damage
Over Time) abilities and any beefing up of
it will pay off big time in the long run in
terms of your DPS. |
|
| Point of No
Escape |
Increases the
critical strike chance of all attacks on targets
affected by your Frost Trap, Freezing Trap
and Freezing Arrow by [3% / 6%]. |
LIKE IT:
This is a good skill. It's not one that will
come into play terribly often - it'll be as
often as you use your traps. Still, you will
use your traps from time to time and this
is an added bonus for when you do. |
| Black Arrow |
Fires a Black
Arrow at your target, increasing all damage
you do to it by 6% and dealing Shadow damage
over 15 seconds. The amount of Shadow damage
caused by Black Arrow is determined by taking
your Ranged Attack Power * 0.1 + 2765. Black
Arrow does share a cooldown with traps. |
LIKE IT:
This is a huge damage bonus and hands-down
our best DOT ability. If you have 5000 RAP,
you'll be dealing an additional 500 damage
to your target over 15 seconds. This really
helps your DPS during lulls or times in a
fight where you can't do DPS. |
| Sniper Training |
Increases the
critical strike chance of your Kill Shot ability
by [5% / 10% / 15%]. While standing still
for 6 seconds, you will gain Sniper Training,
increasing the damage done by your Steady
Shot, Aimed Shot, Black Arrow, and Explosive
Shot by [2% / 4% / 6%] for 15 seconds. |
LIKE IT: Can't
lose - it's a critical strike chance and a
damage increase. |
|
| Hunting Party |
Increases your
total Agility by an additional [1% / 2% /
3%] and your Arcane Shot, Explosive Shot and
Steady Shot critical strikes have a [33% /
66% / 100%] chance to grant up to 10 party
or raid members mana regeneration equal to
1% of the maximum mana per 5 seconds. This
effect lasts 15 seconds.
This talent requires 3 points in Thrill of
the Hunt. |
LIKE IT:
Not only does it give you an Agility bonus
(*squeal*) but this is an ability you can
use to help out your fellow raiders/group
members. As Hunters, we don't get a lot of
utilitarian skills (aside from traps) so it's
nice to have one "buff" effect,
so to speak. |
| Explosive
Shot |
Fire an explosive
charge at your target, dealing fire damage
determined by your RAP * 0.14 + 386/464. The
charge will blast your target every second
for an additional 2 seconds.
This talent requires 1 point in Black Arrow. |
LIKE IT: If
you have 5000 RAP, you will end up dealing
between 1086-1164 with Explosive Shot. This
is a huge shot and one that you can use rather
frequently. |
NOTE: I HAVE
NO PERSONAL EXPERIENCE IN MARKSMAN. I HAVE NEVER
SPECCED MARKSMAN AND NEVER WILL UNLESS IT PULLS
AHEAD OF SURVIVAL FOR DPS. A VERY EXPERIENCED
MARKSMAN HUNTER ON EARTHEN RING IS SLOTMANE OF
<SERE VALA>. HE HAS BEEN MARKSMAN SPECCED
FOR WOW'S ENTIRE LIFE AND I WOULD RECOMMEND ANY
HUNTERS EXPLORING MARKSMAN TO GET IN CONTACT WITH
HIM IF YOU HAVE SPECIFIC QUESTIONS ABOUT THE SPEC
ITSELF.
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