So ... after spinning with Survival since level 63 or so (about a year or more) I made the switch fully to MM (agility build) last night and will use this thread to post my thoughts.
I'd made the switch to MM for pvp back last year (BG-hero) but many of my talents were based more around survivability than straight up dps (as you do) so am not totally unused to the shots of MM. Initital dummy testing last night seemed to suggest a 400-500 dps increase to around 5200 on the heroic dummy, which is good considering I'm more used to bursting with the spec than trying to keep up sustained dps. However an early morning retest while still somewhat groggy showed a drop in dps, below that of my Survival average by a couple hundred dps...something I'm hoping can be attributed to the fact I was actually half asleep. ;p Will post more later.
EDIT 05/08 - spent half an hour last night going through the rotation till oom at 3 minute intervals (time it takes for Rapid Fire/Readiness to recoup). Initial burst on the heroic dummy was on average 6k, reaching 6.2 on one cycle, but then settling to around 5.2k overall. While it did take some rejuggling of keybinds I think I managed to nail the stationary cycle well enough and this testing proved to me that (in my case at least) it does, on the dummy, produce higher dps results than Survival. However what I experienced was a quickly drained mana pool which is something else to be considered. How this will turn out in raids I'll find out tonight - but as any Survival hunter will tell you: going oom in 10-25 man raids is nearly impossible. Hopefully the mana regen talents of other classes will keep my mana high enough to avoid Viper Aura/Sting.
Some would like to think it's a bit of a baby spec when it comes to difficulty, I know other hunters have scoffed at it's seemingly repetitive nature - Chimera, Aimed, Steady Shot spam rinse and repeat....but there is actually a bit more to it than that, as I'll try to put down here.
Note that this diary is really about the Agility MM build, not the ArPen one. It's widely accepted that until you're rocking 264 gear and reaching 800 passive ArPen without neutering your agility and crit you should probably stick with Agi gems instead of trying to push ArPen boundaries.
(edit for clarity on the Agi-ArPen issue- as my sig suggests there are alot of hunters out there who see top guild hunters gemming ArPen and decide that's the way forward without ever actually checking Elitest Jerks, Wow Forums, or host of other Hunter Blogs out there which explain at what point you should drop
Agility gems and go for the
Arpen ones.
They are doing it wrong! This game isn't about opinions and what
feels right...it's about mathematics.)
I'm not going to go into my spec just yet as it's a cookie cutter spec quite common amongst MM hunters (
http://armory.wow-europe.com/character- ... Postmortem - thanks Crod for pointing out my noob mistake :P) and I believe there are other intricacies of MM which should be nailed first. Glyphs are rather flexible as there are a good number of them to pick from; steady shot, trueshot, dragonhawk, etc, so again I'll not go into glyph selection as it's a matter of personal flavour, aside from SrS glyph ...which is a
MUST.
However, what appears to actually make or break MM hunters is the shot priority, cd usage and movement.
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Shot Priorities.
From top to bottom -
Kill Shot
Silencing shot
Serpent Sting (more details on this below)
Chimera Shot
Aimed Shot
Arcane Shot (dropped from this list once you reach around 400 passive ArPen, except during movement)
Steady Shot
Kill Shot - as expected is top of the list on any hunters shot list.
Silencing Shot is not on GCD
(macro'd into all or a couple of your shots - I've macrod silencing shot into my steady and aimed shot as in most raids these days we're not required to silence...if it becomes a necessity...let the rogues do it =P or remove it from your macros)
Serpent Sting - this is a big subject. Serpent sting behaviour is somewhat different between hunters in that it IS effected by the 2 x T10 (Your Auto Shots have a 5% chance to cause you and your pet to deal 15% additional damage: Exploit Weakness, for those Power Aura lovers) so in this case it would be advantageous to reapply the SrS manually rather than refresh it with Chimera. However this isn't the only consideration to be given to SrS...
...crit modifiers will not be overwritten by a Chimera Refresh
(only applicable if you're still using 2pc T9.. otherwise ignore crit).. Wild Magic Potion, various trinket procs
(greatness and the like), etc. Meaning Chimera will reapply the previous modifier to SrS, however, again as SrS was already in place once the buff was activated - it will not be effected therefore it will need to be manually refreshed while the buff is active.
So juggling these factors in can somewhat complicate matters. The simplification of it all would be to merely pre-pot Wild Magic , apply your SrS and let it roll until your 2xT10 procs and then manually reapply again within the time frame of that buff. Or popping Wild Magic Potion with Exploit Weakness and/or agi proc of Greatness or Deathbringer and then reapplying SrS manually.
Either way, Chimera will then refresh the buffed Crit% mod and Damage+% mod SrS without having to manually refresh it, which is awesome news when it's a pretty static fight where you have one target to focus on. When dealing with phases and multiple targets however, the reliance on refreshing SrS manually to keep it's damage to a maximum is greatly undermined.
Chimera Shot The bad boy of the Marksman tree. Hits like a truck and refreshes whatever sting you currently have on your target, a factor that most think is what simplifies the tree too much and makes it facerolly. It certainly IS one less dot cooldown to worry about in comparison with Survivals Black Arrow and SrS...however what it loses in regards to dot maintenance, it more than makes up for in movement maintenance; more on that later.
Aimed Shot should follow Chimera shot as closely as possible and then Steady Shot. Both are boosted by further talents within the MM tree; namely Improved Steady Shot and Barrage/Imp Barrage.
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Cooldowns.
So....now we know the shots and what order they should be in as available but how does that work out in practice?
Against the dummy my initial rotation without extra fluff was pretty much this-
Marked the target. Applied Serpent Sting and set Nanook on 'im. Chimera Shot. Aimed Shot. Steady Shot. Steady Shot. Steady Shot. Steady Shot and repeat from the beginning without the mark and sting. As a basic 'rotation' it's pretty simple.
However now we add in the cooldowns, namely; pot of Wild Magic, furious howl, call of the wild, Rapid Fire, Racials, Readiness and the like it becomes this -
Mark the target. Pot up with Wild Magic. Misdirect. Apply Serpent Sting and set Nanook on 'im. Blow Cooldowns, Chimera Shot. Aimed Shot. Readiness (to reset CD's, namely Rapid Fire and your shots) Chimera Shot. Aimed Shot. Steady Shot. Steady Shot. Steady Shot. Steady Shot and once the initial Rapid Fire has worn off you cast Rapid Fire again, which should happen just after that last Steady Shot and before your next Chimera.
Edit 25/08 I've ammended the list slightly in last night's raid with the addition of lolbomb . As it's off the gcd I've macro'd it in with Steady Shot, however, as steady is a long cast it doesn't seem to throw the bomb unless you place it between the steadies. As you kinda spam steady at this stage to make sure you fire them off as quickly as possible - it's easy to miss throwing the bomb completely, so will either try a different shot to tie it in with (Aimed for instance) or just try to get used to the timing. Will try the later for a week or so first and see how I get on.
So...you've gone and blown your wad and you're now sticking to the priority list above. Both Readiness and Rapid Fire are on 3 minute CD's and should be used as soon as available. In most boss fights you should hope to get 2 - 4 Rapid Fires (without 30% buffs to your damage of course ;p) however aside from the timely use of the above cooldowns and shots ... what really matters most is your movement.
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Movement.
At some point you're going to have to move. If you can just stand there - great, but bosses more often than not require movement to avoid danger or reach safe areas. MM dps has a big reliance on white damage from autoshots and steady shots and as such requires timely movement on your part to avoid clipping your autoshots. To do so requires a swing timer such as Quartz, something that lets you know when your next shot is about to come off so you can move in small steps (when you cannot disengage of course).
As a noob, I gave it a try with Quartz last night and it will require some practice and getting used to the priorities above to do it smoothly however some things that can help are - know the fight: have a good idea of the movement involved in the fight and position yourself at all times in an area that will require the least amount of movement. Preemptive movement: if you
know something is about to kick off - start moving now in little steps so you're not panicking when it actually happens and clipping your shots. But only move when you have to - don't move if you're not sure it's about to kick off. Last but not least - Learn how to disengage. Every hunter should have this skill down pat by this stage but disengaging over larger areas is obviously far more advantageous than skipping.
As I said at the beginning; this is really just a test for myself and summary of what I've read/experienced thus far which I'll update as I go along. I'm just getting used to it myself so it's a kind way for me to reflect over what I've learned but I imagine for the next couple of weeks I'll probably suck as I flounder around like a fanny. But it should be an entertaining experience at least =)