The official Warlords of Draenor patch notes were updated to include the long awaited Hunter Raid cooldown – Aspect of the Fox.
Aspect of the Fox: Party and raid members within 40 yards take on the aspects of a fox, allowing them to move while casting all spells for 6 seconds. Only one Aspect can be active at a time. 3 minute cooldown.
You may remember the first iteration of this back in Cataclysm that allowed Hunters to fire their own abilities on the move. This takes that concept and applies it to your entire raid.
This hasn’t been added to beta yet, so I haven’t had a chance to see it in action. Aspects tend to stay active until you remove them, or something causes them to be removed. If it’s treated as an aspect versus an ability then this is how I think it will work.
You cast Aspect of the Fox and your raid has six seconds to cast while moving. The Aspect drops off the Hunter and goes on a three minute cooldown; well the CD starts once it’s cast, you get the idea. Once it comes off cooldown you can cast it again.
I like the fact the raid wide cooldown is an Aspect. Aspects have been part of the Hunter toolkit since the beginning, and it would feel strange not to have them.
If you think about it, the only real issue we had with them is that you were force to sacrifice DPS for utility. With that now gone, Aspects have the potential to be viable, and this opens the door to having more of them in the future.
Now as far as having a bona fide raid cooldown, all I can say is be careful what you wish for. Hunters now have a responsibility to the raid that extends beyond just shooting the boss in the face.
Expect to be relied upon to push that button when the raid leader calls for it. Given the nature of Aspect of the Fox you can expect to want to use it during heavy movement portions of a fight. I know that goes without saying, but I am pointing it out because that isn’t necessarily on the pull, or something coincides with Heroism or general burst phases.
It’s highly situational, and could require coordination if you have more than one Hunter in the group, which is likely to be the case.
Raid sizes are going to be bigger in Warlords. Mythic has a set size of 20, LFR is set at 25, and Normal/Heroic can range from 10-30 players.
Three Hunters working together could turn a 6 seconds of casting on the move into 18 seconds.
I thinks this is a nice change for Hunters. It’s a lot better than the old Aspect of the Wild which provided nature damage reduction and was rarely used.
While still somewhat situational, I expect this to be used every encounter.
Chimera Shot has been renamed Chimaera Shot. It is now a two-headed shot that hits two targets, and deals Frost or Nature damage. It no longer heals the Hunter.
I think this is a good start, but there are a couple of things I don’t like about it. I’m not a big fan of rotational abilities doing AoE.
There are very few single target encounters these days, and having a key ability that does AoE that you can’t control is problematic. Bendak has already reported that it breaks CC.
I think of General Nazgrim’s defensive stance where you don’t want to do any DPS to him, but there are adds you need to DPS down. Chimaera shot becomes a liability in that circumstance.
The trash leading up to Garrosh needs to be CC’d. Chimaera Shot will be detrimental in that situation as well.
I know that Glaive Toss is an AoE ability that is part of the main rotation, but at least with that shot you have some control over which targets it hits. Not so with Chimaera.
My other gripe is that it is still just a shot that doesn’t connect with the spec. There’s no synergy between it and the rest of the rotation. It’s something you fire on cooldown because it’s there.
I’d like to see the AoE component removed and have the two heads hit a single target. I’d also like to see it get a chance to proc something like a small haste buff, or put a debuff on the target that enhances other abilities.
One thing that I like is that the Glyph of Chimaera shot is staying in the game, and it still grants the Hunter a self heal. Losing the built in self heal was disappointing, but the fact that it can be retained via a Glyph is a nice option.
Multi-Shot costs 5 less Focus and deals 20% increased damage.
Marksmanship needed help with AoE and this is a step in the right direction. The loss of the additional range is disappointing, but it should be noted that we will recoup some of that with Sniper Training.
Survival also got a baseline 10% increased chance to Multistrike. This of course will increase the chance of Lock and Load proc’ing at lower gear levels and make Survival more viable as you level to 100.
When patch 6.0 drops there won’t be any Multistrike on gear. If you want to play Survival you really need some version of Harom’s Talisman and one of the following pets that will give you the Multistrike buff.
Lock and Load’s duration was increased to 30 seconds which will make pooling charges much easier.
Thrill of the Hunt got a visual indicator. Previously the only indication was a highlight of affected abilities on your toolbar. The new visual is now centered on your character allowing you to track the charges without needing to stare at your toolbar. I like this change.
Here is an image of the new visual taken by Bendak from this post at Eyes of the Beast.
That about covers the changes for this beta build. Remember this is an iterative process, and that Hunters are still being worked on.
It’s Saturday and that means it’s time for another Saturday Show Notes. I won’t be turning this one into a beta report. I’d love to, but I’m out of town visiting my outlaws so I don’t have the time.
Anyway, onto to this week’s news.
Beta Build 18537
There were a couple of beta builds this week, but the only one of significance was 18537. I don’t know about you, but I think of these build numbers like lottery numbers, and each time I see a new one, I hope we hit the Hunter jackpot. This time we sort of did.
There was an update to the PvE Tier 17 set bonuses. I covered it here, but here’s a recap of the changes.
T17 2 piece – Kill Command has a 25% chance to reset the cooldown of Bestial Wrath.
T17 4 piece (not changed) – While Bestial Wrath is active, one additional pet is summoned to fight with you.
A one in four chance to reset Bestial Wrath every six seconds was probably too much to hope for. Still very nice bonuses though.
Celestalon on Marksmanship and Survival
There have been concerns that Survival might not have enough Multistrike to make the spec worth while at lower gear levels. Blizzard is taking steps to fix that.
@Bulletdwarf We’re raising Lock and Load’s duration to 30sec, and giving Survival an additional 10% baseline multistrike chance to help. — Celestalon (@Celestalon) July 14, 2014
Survival is shaping up to be one of the more interesting specs in that there will be some decision making whether to hold on to Lock and Load procs or fire them as you get them. Expect there to be lots of discussions on this in the future.
Celestalon gave us a hint at how the design should play out.
@Bulletdwarf It will be a slight *sustained* DPS loss to pool them, in exchange for a significant *burst* DPS gain.
My feeling is that signature shots should be like the computer from the second season of Lost. Failing to push the button when the timer is up should result in catastrophic things happening to your DPS.
All Hunter Raid Tackles Heroic Throne of Thunder
Credit to Bendak for posting about this one. The all Hunter raid organized by ArtemisHowl from Blood Legion will tackle heroic Throne of Thunder on July 19th at 8:30 PM Eastern.
I watched the first Tier 14 raid via Ricket’s Twitch stream. I anticipate that she’ll continue to stream so be sure to check it out. It’s great fun to watch.
If you haven’t checked out some of the other Hunter blogs this week, here are some good articles you might have missed.
Thrill of the Wild wrote about Explosive Shot vs. Kill shot and what your priority should be. It’s not as straightforward as you might think.
The Grumpy Elf shared his thoughts on secondary stat attunements. Spoiler alert: He doesn’t like them. I don’t dislike them as much as he does, but I am concerned about needing to have multiple gear sets and the loss of reforging in Warlords.
Now that I’m running heroics I’ve been spending some time using Warcraft Logs to analyze and improve my overall raid performance. Note, I said overall performance, and not just DPS. DPS is a big part of it, but it’s hardly the only thing that I look at.
That said, I’m going to begin by talking about DPS, because it’s what most Hunters tend to care about the most.
There are three major contributors that negatively impact your DPS. First is dying. Not much to say there, other than to remind you of the old adage, a dead player does no dps.
The second factor, and realistically the biggest factor, is not maximizing global cooldowns. During the heat of battle it can be hard to notice that you aren’t firing your signature shot as soon as it comes off cooldown, but you’ll be surprised at how challenging that can be, especially if you’re just learning an encounter.
Here is a look at damage done for a Thok 10-man normal I did recently. I love this parse, because it provides me with a fantastic baseline with which to compare all my other encounters.
Our strategy was to separate the raid into three groups and strategically place them around Thok. We then proceeded to DPS him without forcing a second phase.
I got to stand in one spot and just DPS the boss without having to do anything else. This was more of a Patchwerk style fight, than Patchwerk itself.
Here’s an overall look at the damage done for this fight. As you can see, even with my mighty Sporebat Kitteh at my side, we were destroyed by, as BigRedKitty would say, a cockroach Pally.
What I like to pay attention to when looking at overall damage is,
Active – This is the percentage of the fight I spent actively casting abilities and DPS’ing the boss. You want this to be as high as possible. 98.98% is not bad. What this tells me is that I was probably a little slow out of the gate starting my DPS.
DPS(a) vs DPS(e) – DPS(a) is an average of your active DPS, while DPS(e) is your effective DPS. You want these to be close, but the more important number is the DPS(e).
So nothing too alarming here, other than I could have been a wee more active. Nothing a shot of espresso before the pull can’t fix.
That’s just a high level look. To truly evaluate things you have dive into the details. Here’s a look at all of the abilities I cast during the fight, and how many times.
As I said, one of the major reasons DPS suffers is poor GCD management. Let’s see how I did.
Kill Command is Beast Mastery’s signature shot. It does more damage than anything else, so it’s important to cast as many as the fight will allow.
This fight lasted 3 minutes and 21 seconds, or 201 seconds. Kill Command has a six second cooldown which means you can cast 10 per minute.
Over a 201 second period I could have gotten off 33 Kill Commands. Since this was literally a stand still fight where I had nothing to do but focus on rotation, getting off 33 Kill Commands was entirely possible.
As you can see I cast 31 Kill Commands during this fight, So I missed a couple. The horror. What could have possibly gone wrong? Was it an unruly pet? Ooh, I know, it was a boating accident! Let’s see if the logs corroborate either.
Here is a look at my Kill Command cast intervals.
I’ve highlighted three gaps where I waited longer than six seconds to cast Kill Command. Not the pets fault, and not a boating accident.
What you’re seeing here is some of the decision making that goes into rotations. In this case it was fire Kill Command and delay Bestial Wrath which was coming off cooldown, or delay Kill Command in order to line it up with Bestial Wrath. In this fight I chose the latter.
My Bestial Wrath is on a 40 second cooldown. Five was the maximum I could have used this fight, but I probably had room to delay it a bit in order to squeeze in those two Kill Commands. Something for me to think about as I try to get better.
Another thing I like to look at is Serpent Sting. I check to see how many times I cast it, and what was the uptime.
Now there are times when you want to recast the Sting to really maximize output. I don’t always do that, but I know that there are occasions when when it’s beneficial to do this.
Looking at this fight, for whatever reason, I did not cast it until almost 11 seconds into the fight. Definitely not recommended behavior.
Because it was a standstill fight it never fell of, but this was a missed opportunity for sure.
A couple of other things I’ve learned from my logs is that once upon a time my Bestial Wrath had a one minute cooldown. This was perfectly aligned with my Engineering Synapse Springs. To keep things efficient I use a macro that casts Synapse Springs with Bestial Wrath.
I forgot to change that once I got Assurance of Consequence, and thus I’ve short changed myself out one or two of these in certain fights.
The other thing I need to do is take control of Rabid. Auto-cast is not a good way to go with this ability, and in this particular fight, I ended up missing one.
So as you can see even under ideal circumstance it can be difficult to execute a rotation with 100% perfection. All in all this was a pretty good parse. Let’s a take look at what happens when you’re still learning a fight.
Here’s a look at my Kill Command distribution from Heroic Malkorok. This was a 4 minute and 20 second fight, or 260 seconds. It was wipe, and, while I died after it was a wipe, the fight continued for 10 seconds while I took a dirt nap.
You can see that I cast a total of 27 Kill Commands. Even if you subtract the ten seconds that I was dead that still leaves room for a total of 41 Kill Commands. So I’m still short 14.
It should be noted that I finished second on the meters, not that it means much. I say that merely to point out that I wasn’t dragging the bottom here, and yet lots of room for improvement.
Reasons for the missed Kill Commands have to do with a focus on surviving. I’m dodging orbs, running to stand in Implosions, running to safe spots, and soaking orbs with Deterrence.
Lots of room for improvement, and the logs help me focus on specific areas where I can do better.
Now as I said in the beginning evaluating logs isn’t just about DPS. Many fights have adds that are a priority, so it’s important to see if I’m being carried or carrying my weight here.
Sticking with the Heroic Malkorok encounters, here is the overall damage done to the Living Corruption adds.
I’m not the worst, but I’m not the best either. We had two corruptions spawn and killed after I died. I obviously did no damage to those.
What’s great about Warcraft Logs is you can look at your damage on each individual add.
By doing that I discovered that my DPS on the adds is hit or miss. I either recognize the add is up and crush it, or fail to see it entirely. Not a lot of middle ground here.
Next time we face this boss, I’m going to super emphasize the add in my boss mods, as I clearly need that.
Adds are just one mechanic that you can measure in fights, but as I continue to say it’s not just about DPS.
Here’s a look at Sha of Pride heroic. One of the things you have to do in this encounter is run around and close rifts. When you close a rift, you get a debuff that prevents you from closing another one for one minute.
I closed four rifts during this encounter, but probably could’ve gotten five.
What stands out to me is the late start I got in attempting to close the rifts. I started out slow, but then got into a rhythm, but I need to try a bit harder next time.
Now one other thing I like to look at on this fight is the Mark of Arrogance debuff, because you don’t want to close Rifts when you have it.
Nothing too out of the ordinary here, other than it took a while to get that last Mark dispelled.
For the most part the healers did a good job here and the debuff likely didn’t hinder my ability to close rifts.
Thus fare most of the analysis has focused and dealing damage. It’s also important to look at damage taken. Here is a look at overall damage taken from our Heroic Nazgrim fight.
Unless you’re a tank, you always want to be towards the bottom of this list. I did a pretty decent job, but I always like to see what I took damage from. Here you go.
I did well, but there’s room for improvement. Heroic Shockwave can also avoided. This was a player proximity issue.
Backstab is an Assassin ability, and it only hits you from behind, which is a big no-no in this fight. I’m lucking I didn’t end up dead.
I know what happened though.
I was targeted by Assassins three time, and each time I made a bee line for our Warlock’s Demonic Gateway. One of those times I accidentally turned my back to him.
I think next time I’ll just disengage everywhere.
The final thing I like to look at is healing done. That’s right, healing done. Again, here it is from Heroic Nazgrim.
Remember that Backstab I took? At least I had the wherewithal to pop a cookie.
I also gave the Glyph of Liberation a try, which as you can see, I gained no benefit from whatsoever. I also probably didn’t disengage as much as I could have this fight.
The last thing I would suggest if you’re looking to improve your raid performance is to video your encounters. This can be incredibly helpful to diagnose what it is you do wrong.
I like to watch my movement, my use of globals, as well as watch boss mode timers. Having a video gives you the opportunity to replay the encounter with a relaxed and objective frame of mind.
Some things I’ve discovered by watching my videos from Heroic Malkorok are,
Not DPS’ing an add because I didn’t know it was up, even though there was a boss timer warning of the add two seconds ahead of time.
Not getting out of the way of spawning orbs in time. I thought I had avoided all of them, but that wasn’t the case.
Not maximizing globals due to movement.
I Need to emphasize certain events in my boss mod so as not to miss them.
I find that logs and videos combine to provide a wealth of feedback that I can use to help increase performance, and if you’re looking to do the same I encourage you to give it a go.
When people talk about world PvP what they’re referring to do is the epic Southshore versus Tarren Mill battles that occurred during Vanilla. I remember the first time I participated in one.
I was playing WoW one Friday night in December of 2004. My friend Matt whispered me and said “Get to Southshore now. Big battle going on.”
I hopped on a gryphon from Ironforge and made my way there. I landed to find, not a quiet questing hub, but an epic melee between the Alliance and Horde that was in full swing.
Both factions were fighting each other trying to see if they could overrun the other’s town. Back and forth it went with the Alliance pushing towards the Tarren Mill, and then the Horde pushing their way back towards Southshore.
This was not a battleground (they didn’t exist back then), and there were no game driven objectives. This was 100% player made content.
What made the battle great was the spontaneity of it all. It was one of those instances where players discovered something the developers never dreamed of and it was amazing fun.
Eventually Blizzard introduced real battlegrounds into the game and this player made world PvP fizzled out.
Recently on Twitter @AlteracValley discovered this little gem in the then Warlords of Draenor Alpha.
On beta there’s a 100v100 test battleground named Troll Raid 2 that looks like this. Tarren Mill v Southshore anyone? pic.twitter.com/brhkHmsdiV
I wouldn’t read too much into this. I’m not sure that Blizzard could capture the epicness of Southshore v. Tarren Mill in a battleground.
I only participated in a handful of these back in the day, but it was extremely memorable. Like most things back then, I had no idea that I was participating in something so special. Something that would be part of the History of Warcraft.
T17 4 piece – While Rapid Fire is active, your critical strike damage is increased by 5% per second.
T17 2 piece – Black Arrow deals damage 33% more often.
T17 4 piece – When you hit a target with Explosive Shot, your multistrike damage is increased by 25% for 3 sec.
These set bonuses have come a long way since they were originally announced. What I like about them is that for each spec, the two and four piece bonuses play off one another. I’m a big fan of synergy and there’s lots of here.
I have to admit, that of the three specs I like Beast Mastery’s bonuses most of all.
Beast Mastery’s two piece will reset the cooldown on Bestial Wrath, which in turn will grant more opportunities for the four piece to summon that additional pet.
Marksmanship’s bonuses will really allow you to line up some crazy Aimed Shots.
I feel like Marksmanship is teetering on being a one button spec. I mean with these bonuses Aimed Shot practically becomes Steady Shot on steroids.
And is it me or did Aimed Shot just become Marksmanship’s signature shot? Sure feels that way.
If I understand Survival’s two piece properly it means that due to Black Arrow damaging more often, there is an increased chance of Black Arrow multistrikes happening, and thus increased Lock and Load procs. Please, correct me if I’m wrong here.
With increased Lock and Loads the four piece bonus becomes more valuable.
Overall I think the two piece bonuses are nicer than the four piece. I don’t know if that’s intentional, but I think it’s a good move.
I really like the way the set bonuses have turned out, and can’t wait to get my hands on them.
The up time on Big Red pet will be glorious. Glorious I say.
After about ten earnest weeks of farming, I finally got the Wolfslayer Sniper Rifle from the Opera Event in Karazhan.
It feels just as glorious to wield it today as it did years ago in the Burning Crusade. I don’t think this was the first epic I ever had on my Hunter, but it certainly felt the most epic of anything I had previously.
At one time it was considered one of the top Hunter weapons in the game, especially if you were a Dwarf, because of their racial. Anyone who was a Hunter wanted this gun.
Out of all the raids Karazhan remains the dearest to me. Today, anyone can run through there and decimate the place in mere minutes, but there was a time when clearing the place could consume an entire evening if not two.
Before you could even set foot in the place you had clear a long quest chain to acquire a key to get in. In the beginning, everyone in your raid had to have this key.
The quest involved running around parts of Azeroth and Outland. You had to run some 5-man heroics, which also required you and everyone in your group to have a key.
Yes, back then, one did not simply walk into Karazhan. Heck, even after your group got attuned it was hardly a cake walk.
I remember the challenge of clearing the trash to the Huntsman and then getting him down before it respawned. It was on a pretty short timer.
As a Hunter I got to chain trap one of the adds on the Moroes fight. A skill that’s lost now I’m afraid.
The Shade of Aran fight was one that gave our group fits, and we were not alone in our struggles. His flame wreath mechanic was particularly challenging to players, as it was the one of the few times you wanted to stand in the fire.
People struggled with this so much that it let to the creation of the Shade of Aran Chant, one of the most pouplar WoW memes ever.
While the chess event may be hard to solo, it was easy for groups. I seem to recall in the early days you could defeat the event, and then bring in a player who wan’t part of it to collect loot.
Nightbane was an optional boss that you could summon. In order to summon him a member of your group had to complete a difficult quest chain and obtain an urn.
There were other optional bosses, but our group used to do them all. The Opera Event was my favorite. I thought the voice acting was superb. Especially on the Wizard of Oz.
There were three events, The Wizard of Oz, Romeo and Juliet and the Big Bad Wolf. You got a random one each week, and each had their own loot tables. The rifle dropped from the Big Bad Wolf.
I remember that each week we would have someone start the event so we could see what it was beforehand.
I would listen to Barnes as he began his opening. “Welcome ladies and gentlemen to this evening’s presentation!”
And I would anxiously await his next words, quickly muttering to myself out load, please say, “tonight things are not what they seem, things are not what they seem, things are not what they seem.”
And then depending on his words, I would either pump my fist in the air in excitement, or let my head fall to my chest knowing I would have to wait another week for a chance at my prize.
Even if we didn’t get the Big Bad Wolf or the rifle didn’t drop, I could count on there being a next week.
For many months we ran Karazhan on Fridays and Saturdays. At first we ran with one group and cleared it over the course of two nights.
Eventually we got to the point where we could clear it in one night, so we ran with our mains on Friday, and then alts on Saturday.
This wasn’t about raiding or gear. It was about having a good time with friends on the weekend. Karazhan was our Cheers, and I will always remember it with great fondness.
Well that’s it for the week’s TBT, now “run away little girl!”
Editors Note: Today’s post is a guest post from Richard Arellano, aka Focushot from Hunter Mastery. Focushot is a former guildmate who has recently returned to WoW, and perhaps to blogging about Hunters. Enjoy!
Greeting hunters alike, for those of you who have no idea who I am, my name is Richard Arellano aka Focushot from Hunter Mastery. I was a Hunter on both Darkspear and Drenden where I mostly did PVP and some PVE. I was once in Frostheim’s guild back in the early days of Wrath of the Lich King which I raided. Then in Cataclysm, I joined up with Euripides’ guild in Cataclysm where I mostly did rated battlegrounds and some raiding in Firelands.
Maybe you’ve heard of me? If not that’s alright, today I wanted to share with you the first part of something I wanted to discuss, the evolution of the hunter class in World of Warcraft. When I was thinking about the many aspects of the game that’s changed and those changes that are coming in Warlords, it was very hard to really focus in on the most important changes.
Sure skills have come and gone, elements of our specs, talents and rotations have changed over the years. However many of the changes that were done were due to one major change that happened to hunters in the Cataclysm beta. The loss of mana as a resource and the birth of focus.
Mana to Focus
Many players would argue that the class played much better with mana. We had options to use mana pots and the rotation was easier than today in Mists. I never played in Vanilla WoW as it’s called by fans today, I did play some in Burning Crusade, but the bulk of my game play with mana was Wrath.
I was in the early beta of Cataclysm and I picked up on how to use focus really quick, the idea of it was a flip from mana. With mana we always wanted to be full. Switching to Aspect of the Viper when we needed a quick regen of mana back in Wrath. With focus you want to almost always be empty because in a fight every point of focus you still have is a damage loss.
Many players would call focus a lifestyle change, along with many of the other aspects of changes that we’ve been given. Who can remember the pet leveling system? Or when you couldn’t hit anything within 3 feet close to you, they called it minimum range. I hear some hunters saying the same thing now that minimum range should be put back in.
I think the true question is this.
Did the change of mana to focus affect all the changes we’ve seen today and keep those changes coming when Warlords is released?
I think so because, focus is what makes us hunters, it makes us mastery of the beasts. I remember when Blizzard, way back even before Blizzcon, announced that hunters would get an overhaul, and one of those changes was they were going to change our resource from mana to focus, and went about explaining the details and plan for it. That was when I changed my hunter’s name from Wolzard to Focushot, I was the first one and I’m proud of that fact, knowing now they are all over the place on many different servers.
What do you think? Do you think that focus was a bad move by Blizzard? I know some players feel it render the class too easy, combined with all the changes to make playing the class a little easier. While I agree to a point and as a result the hunter class has become the most popular class and is mostly played by new players, most of which I don’t feel get past level 60 before they decided to switch classes. You can always tell a great player to an awesome player of the class.
Until next time everyone, I’ll be writing more topics about the evolution of the hunter class in World of Warcraft, however they will be on other hunter blogs. If you have any questions you can always follow me on Twitter (@HunterMastery) or email me at firstname.lastname@example.org