Tuesday, 28 October 2014

Hunter Marksmanship PvP Guide 3.3.5

Hunter Marksmanship PvP Guide 3.3.5

Marksmanship PvP Guide 3.3.5


A. Introduction: What is Marksmanship?
B. Hunter abilities.
C. Gear, enchants, gems and glyphs.
D. Pets.
E. Rotation.
F. General Tactic.
G. Arena related.
H. Viable macros.
I. Some things I'm thinking to add.




Hello to my fellow hunters! I represent you with my guide and I hope it helps you in any kind of way and perspective. I made it to help AT's hunters. It will never be modified, or otherwise adapted to fit other Private Servers.





A. Introduction: What is Marksmanship?



Marskmanship is the top spec for PvP as of patch 3.3.5 though the other two specs are both very close in comparison and they should not be underestimated. What sets Marskmanship apart is that it's the easiest out of the three and don't get me wrong, that doesn't mean that the hunter class is boring, bad and overrated.





B. Hunter abilities.



Serpent sting - DoT that does nature damage. This is one of the first skills you use when you open on someone. Chimera refreshes the duration. The glyph increases the duration by 6 seconds, which also increases chimera shot damage.

Chimera shot - Deals 125% weapon damage and does something according to the sting you have on the target.

    Serpent sting: instantly deals 40% of the total damage of the serpent sting and refreshes it.
    Scorpid sting: disarms the target for 10 seconds and refreshes it.
    Viper sting: instantly restores mana equal to 60% of the total amount drained by your sting and refreshes it.
This is your main shot as an MM hunter, does most damage of all abilities.

Silencing shot - Silences the target for 3 seconds and deals 50% weapon damage. Silencing shot triggers no global cooldown so you can silence shot + chimera shot (for example) at the exact same time for extra burst.

Aimed shot - Deals damage (bit less than chimera) and reduces healing done to the target by 50% for 10 seconds. With the glyph you will be able to always have aimed shot up (healing reduction).

Arcane shot - Deals arcane damage. Don't expect alot of damage from this.

Detterence - You will deflect/parry everything, you won't get any damage. Be aware though, DoT's go through deterrence and so do a certain amount of abilities like backstab, shred … A great thing to have though. Use deterrence to avoid insane burst or when you need to be safe when on low hp.

Readiness - Finishes the cooldown of all your hunter abilities. You can chimera, silence, deterrence twice with this. Use it carefully, be sure to use it as effectively as possible, don't use readiness when you still have silence, chimera shot & readiness at the same time. Try to make it reset as much cooldowns as possible. Profit.

Disengage - Makes you leap backwards. Awesome skill for a hunter. Nothing more to add.

Kill shot - Serious business. Only useable if the target has less than 20% hp, does serious damage. Nothing more to add.

Scatter shot - Great opener in duels and thebest thing ever to trap someone. Use scatter shot and then trap for an effective trap.

Hunter's mark - Your basic opener. Grants everyone (which means only hunters, really) 500 ranged attack power. Also, the hunter can always see marked targets, even if they are in stealth (rogue for example). Rogues can cloak of shadows this though, and will always do that, so don't feel overconfident when you mark a rogue.

Rapid fire - “Increases ranged attack speed by 40% for 15 sec.” Says enough, no? PEW PEW! You can use it at start of your rotation for superior burst or use it to steady shot faster.

Feign death - Makes you pretend to be dead. No one will believe it, right? True. But it interrupts people and makes them have to retarget you.

Tranquilizing shot - Removes 1 enrage and 1 magic effect from the enemy. You can dispel all kind of buffs from targets and enrage procs from warriors. Chances aren't high you will get it off if the target has a lot of buffs on him. Test your luck!

Scare beast - Scares beasts. Useable on feral druids, shamans when in wolf form and hunter pets.



C. Gear, enchants, gems and glyphs.


Glyphs.


Major:
    Serpent sting
    Aimed shot
    Disengage

Minor:
    Feign death
    Scare beast
    Revive pet


Gear.


Depends on the meta and what kind of iLvl gear is available.
<20.3.2014>
Trinket (1): Medallion of the Alliance / Medallion of the Horde
Trinket (2): Sharpened Twilight Scale [bis trinket, it explains itself]
Ring (1): Frostbrood Sapphire Ring [bis ring in the current meta]
Ring (2): Band of the Bone Colossus [bis ring in the current meta]
Feet: Threads of the Wasteland [bis feet in the current meta, it's the only one that is heroic]
Waist: Nerub'ar Stalker's Cord [bis waist in the current meta, it's the only one that is heroic]
Wrist/Bracers: Scourge Hunter's Vambraces / Wrathful bracers [choose between heroic or pvp]
Cloak: Shadowvault Slayer's Cloak / Onslaught cloak [choose between heroic or arp]
Neck: Rimetooth neck [for me this is the best neck so far, as I said before haste is pretty useless for hunters]
Optional neck: Sindragosa's Cruel Claw
[heroic with haste]



Enchants.


Head: 50 attack power + 20 resilience.
Shoulders: 40 attack power + 15 resilience.
Cloak: +22 agility.
Chest: +20 resilience.
Wrists/bracers: +50 attack power.
Gloves: +44 attack power.
Waist: Eternal belt bucket (extra socket).
Legs: 75 attack power + 22 critical strike rating.
Boots: 15 stamina + Minor Run Speed Increase.


Weapons [if using one hand weapons]: +65 attack power on main hand; Titanium Weapon Chain on offhand.
Weapons [if using two hand weapons]: Titanium Weapon Chain; +110 attack power against classes who cannot disarm you.


Note on weapons: Use one hand weapons against Shadow priests, that way when they use Psychic Horror a.k.a Disarm+Fear you can use Detterence to avoid a spell they're casting (usually it's vampiric touch since it's the only time when they can actually cast it on us). Use two hand weapons against every other class that can disarm (rogue / warrior). Against every other class the disarm effect on your weapons becomes pretty useless so you should switch to +110 attack power.


Gems.


Blue socket: Stack spell penetration untill you get 75.
Red socket: Agility (or attack power).
Yellow socket: Hit untill you are hit capped (hit cap = 5.00%. This means 164 hit rating).
Meta gem: +21 agility and 3% increased critical damage




D. Pets.



The main thing that your pet has to have is Roar of Sacrifice. http://wotlk.openwow.com/spell=53480#links. This ability grants you immunity to critical strikes for 12 seconds. This is, assides from master's call, one of the main reasons a hunter has a pet. Pets that have Roar of Sacrifice (as far as I know) are the crab, the ravager and the spider. I won't be discussing other pets because a pet without Roar of Sacrifice in PvP (except if you're a BM hunter of course, but this guide is about MM) is worthless basically.


Basic pets: Crab, Ravager, Spider.


Crab - Intervene, pin, charge, last stand and blood of the rhino.

Ravager - Ravage, dash, roar of recovery.

Spider - Web, dash, roar of recovery.



For Solo queue and arenas as a whole ravager and spider would die instantly so crab is the way to go.



E. Rotation.


The basic rotation for a MM hunter in most situations (everything depends on the situation) is: Hunter's mark → Serpent sting → Rapid fire (if it's not on cooldown) → Chimera shot → Aimed shot → Arcane shot → Steady shot (Spam Steady shot untill you get chimera off cooldown). Against most classes you won't be able to steady shot at all, since as a hunter your job is to kite.





F. General Tactic.



Kite.






G. Arena related.


Viable combs for 2v2: DPriest + MM / MM + Ret. That's it.

Tactics with a priest.

Kill dps, CC healer. That's it basically. Scatter – trap the healer and just spam dps on the dps. Kite if it's melee, burst harder if it's a caster. Detterence at low hp, try and synchronize your CC with your partner. If your partner is a discipline priest, try to silence → scatter → trap → fear → mind control → silence → scatter → trap → fear → … Don't give the healer the chance to heal, try to make it a chain of CC.

Tactics with a paladin:

If I wanted to say everything about this comb I should write as much as the whole guide. Here is the general tactic - Trap on the paladin's Stun or Repentance. Combine both of your CCs just like with the priest, make it as long as possible. Make switches if needed, this comb can destroy every holy paladin out there.


Viable combs for 3v3: ATC / PHP / PHD / Ele MM X and some other varieties but if played abnormally.
What makes the first three combs special is the sole reason that the hunter class needs assistance with the kiting.
General tactic is to stay away from the epicenter of the battle while in the same time apply as much damage and always keep the heal reduction. The only time you should be rushing to the opposite group is when you want to trap someone.


H. Viable macros.



/cast [target=yourname] [pet] Roar of Sacrifice -> Roar of Sacrifices yourself

/cast [target=party1] [pet] Roar of Sacrifice -> Roar of Sacrifices arena partner

/cast [pet] Ravage -> ravager stun

/cast [pet] web -> spider web

/cast [target=focus] Silencing Shot -> silence focus

/cast [target=focus] Scatter Shot -> scatter focus

/cast [target=focus] scare beast -> scare beast focus

/cast [target=focus] Concussive Shot -> concussive shot focus

/cast [target=focus] viper sting -> mana drain focus

/cast [target=focus] Tranquilizing Shot -> tranq shot focus

/cast [target=focus] hunter's mark -> hunter's mark focus

/cancelaura Deterrence
/cancelaura Hand of Protection -> makes you cancel detterence and HoP, allowing you to deflect 1 spellcast and then burst again without having to wait for deterrence to go away, and makes you not have to manually click to remove the HoP when trying to score a kill.
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