Scattered Shots: The misunderstood hunter abilities

We hunters are a misunderstood class in so many ways. Other classes don't understand how our bond with our pets reaches beyond logic and min-maxing. They don't understand that though our class is insanely easy to solo and level with, we are one of the most difficult ranged DPS classes to play well in raids. They don't understand that we're just, well, cooler than them.
But we're not here today to discuss the mental failings of other classes. We are here to discuss some of the hunter abilities most commonly misunderstood by hunters themselves. Sometimes the problem is the convoluted WoW tooltips that seem deliberately designed to confuse readers. Sometimes our abilities have interesting mechanics that aren't reflected in the tooltips at all, and of course sometimes people just plain misread abilities.
Join me after the cut as we take a look at the three abilities most commonly misunderstood by hunters and explain how they really work. Not a week goes by that I don't get at least one email or comment about every one of these abilities.
Noxious Stings
The confusion with Noxious Stings over in the Survival talent tree lies in the fact that it has two unrelated effects, and many hunters mistakenly believe the two effects are the same. Here's what the tooltip says:
From a raid DPS perspective, we don't care about Wyvern Sting at all. We're shooting the boss, and as raid CC goes, Wyvern Sting is a horrible one. The important thing to note is the second effect of this talent, which has nothing to do with Wyvern Sting.If Wyvern Sting is dispelled, the dispeller is also afflicted by Wyvern Sting lasting 50% of the duration remaining, and increases all damage done by you on targets afflicted by your Serpent Sting by 3%.
Ignore everything before the "and" in the tooltip. Everything after that conjunction is a separate ability. As long as we have Serpent Sting on our target, all damage we do is increased by 3% (with all three ranks of the talent). You don't ever need to fire Wyvern Sting to benefit from that effect. You only need Serpent Sting on your target -- which we're keeping up anyway -- and all the rest of your damage is boosted by 3%. That's why every SV hunter has that talent!
Aimed Shot
Without question Aimed Shot is a purely confusing tooltip. It's the kind of instruction manual you would expect from, say, a race of people that irradiated their entire homeland, forcing them to freeload off a great and overly kind nation. The misunderstanding of Aimed Shot is also one of the most fervently argued. Here's what the tooltip says:
Once again we have an ability with two separate effects. What trips most hunters up -- and understandably, I think -- is the wording of the damage increase. Many hunters read this to mean that Aimed Shot will increase the damage of all their ranged attacks by 408 for the entire 10 seconds of the debuff. It does not!An aimed shot that increases ranged damage by 408 and reduces healing done to that target by 50%. Lasts 10 sec.
The damage increase only refers to the single Aimed Shot damage itself, and nothing else. In other words it's firing a shot that does normal damage plus 408. The 10 seconds refers only to the healing debuff and nothing else. This is easy enough to test, it just takes a lot of time and ammo. Sit at a target dummy with no one else there and fire 1,000 auto shots (with no proc gear on). Note the average hit and crit damage. Now do the same thing but keep Aimed Shot up the entire time. You'll see no statistically significant change in your average shot damage.
Aimed Shot is still a great shot for all specs, and an essential one for MM. It's an instant shot that can be cast on the move, and it's boosted by many other talents, including Sniper Training, Piercing Shots, and Marked for Death among them. But Aimed Shot is not increasing the damage of your other shots.
Chimera Shot
The MM Chimera Shot is a shot that is both misunderstood, and has a hidden little gem that can boost your dps if you're aware of it. In other words, there are two bits to this shot that are misunderstood. Here's what the tooltip says:
I'm leaving out the rest of the tooltip here and focusing on the Serpent Sting portion, which is where all the confusion comes in to play.You deal 125% weapon damage, refreshing the current Sting on your target and triggering an effect:
Serpent Sting - Instantly deals 40% of the damage done by your Serpent Sting.
The first mistake often made comes from how the Serpent Sting portion of Chimera Shot damage is calculated. The damage is based off the total possible damage of your Serpent Sting over the entire duration of the Serpent Sting. It doesn't matter how much time has passed on the Serpent Sting DOT, or how much time is left. The damage is always based on the entire possible damage of Serpent Sting.
This is why the Glyph of Serpent Sting is so fantastic for MM hunters. Sure you'll never have Serpent Sting run out, but by extending the maximum duration, we're increasing the total damage that Serpent Sting would do, which increases the Serpent Sting portion of our Chimera Shot damage. Similarly the tier 9 set bonus has no impact on Chimera Shot. Chimera Shot calculates based on the damage of Serpent Sting without crits, though of course Chimera Shot itself can crit.
The second element of Chimera Shot can only be discovered through testing -- there's nothing on the tooltip to suggest how it really works. Here we're looking at exactly how Chimera Shot refreshes Serpent Sting when you get attack power buffs (usually through procs) and percentage damage buffs or debuffs. Strangely, AP and percentage damage buffs work differently.
Chimera Shot recalculates the Serpent Sting damage based on AP every time it's cast. Thus if you have Serpent Sting up and you get a Ashen Band of Unmatched Vengeance proc for 480 extra AP, the next time you cast Chimera Shot it will recalculate your Serpent Sting damage and it'll be higher because of the extra AP. When the proc goes away, the next Chimera Shot it will again recalculate your Serpent Sting based on your current AP and your damage will adjust back down.
However, Chimera Shot refreshes any percentage damage modifiers you have. In other words, it remembers what they were when Serpent Sting was first cast and keeps them. This means that if you cast Serpent Sting while in Aspect of the Viper, your Serpent Sting will be at -50% damage. If you then switch to Aspect of the Dragonhawk and cast Chimera Shot, your Serpent Sting will still be at -50% damage. Chimera Shot refreshes and remembers any percentage damage modifier from when Serpent Sting was first cast! Likewise if you start in Dragonhawk and then switch to Viper, Chimera Shot will refresh Serpent Sting without the -50% modifier.
This has some fabulous ramifications that MM hunters can take advantage of to boost their raid DPS.
Any time you get a percentage damage buff, you can re-cast Serpent Sting to take advantage of it (because percentage damage modifiers are only applied when Sperent Sting itself is cast). Thereafter you can keep that buff to your Serpent Sting for the rest of the fight by refreshing it with your Chimera Shot. Every percentage damage modifier should work the same way, and the main ones that you're likely to see a lot are the rogue's Tricks of the Trade, your pet's Culling the Herd, and our tier 10 set bonus.
Now it's not always worth your while to reapply Serpent Sting. You are wasting a global cooldown to do so, so you want to be sure you're doing it on a target that's going to be up for a good long while. In general Culling the Herd alone isn't worth reapplying your Serpent Sting. However you absolutely want to do it when your tier 10 set bonus procs, and just wait for a time when Culling the Herd is also up. If you're lucky you can talk a rogue into using Tricks of the Trade on you at the same time. Also, be sure that you're reapplying your Serpent Sting during the Steady Shot portion of your rotation. No reason to bump your good shots.
Are There Others?
These three abilities are the ones that I see misunderstood most often, and no matter how many times I try to stomp them out, the questions and arguments keep coming back up. In this way they are much like rogues, a class we just can't seem to exterminate completely.
Are there other abilities that you see commonly misunderstood within the hunter community? Not ones that hunters just don't know how or when to use properly, but abilities that people think do something other than what they do? What kind of misunderstandings have you seen?
You want to be a Hunter, eh? Well then you came to the right place. You start with science, then you add some Dwarven Stout, and round it off some elf bashing. The end result is massive dps. Scattered Shots is the WoW.com column dedicated to helping you learn everything it takes to be a Hunter. Each week Scattered Shots will cover topics to help you Fix Your DPS, Choosing the Right Spec, Gear Selection, Macros and Pet Selection, Pet Specs and Management.
Filed under: (Hunter) Scattered Shots






Reader Comments (Page 1 of 6)
loop_not_defined Jan 25th 2010 9:05AM
I'll post something useful and related after I stop laughing over "Frustrating Shot".
Banic Rhys Jan 25th 2010 11:50AM
Bah that's nothing compared to "They don't understand that we're just, well, cooler than them"
I laughed my ass off for a good minute at how ludicrous that statement is.
Bob Dewane Jan 25th 2010 9:08AM
Amazingly people don't seem to get that I, as a hunter, can Misdirect my threat. I always announce to the group in dungeon runs that I'm going to be MDing to the tank on every CD. Including the first pull. So I MD and Volley into the group of mobs the rest of the DPS start blowing their CDs too! COME ON PEOPLE!!! I am transfering my threat to the tank and you are attempting to exceed it. I know its only a heroic but it won't kill you to wait literally 1.5-2 seconds to start your DPS, will it? To top if all off, the tank will usually yell at me for starting to DPS before he engaged the mobs, saying that the rest of the DPS are taking their cue from me to start their attacks. All this despite the fact that I stated at the beginning I'd be using MD and no one objected or questioned me. /sigh
Boom Jan 25th 2010 9:26AM
As a rogue, I get the same thing when I use Tricks of the Trade on the tank. I've even gone so far as to macro it so it announces it in Party, Raid, and Yell just so everyone knows. I still get yelled at about DPSing before the tank has aggro.
Adrammelech Jan 25th 2010 9:29AM
Even though we can MD to the tank, it still doesn't mean we should be pulling before the tank engages. Nobody said anything before the run when you announced because they assumed you'd MD AFTER the tank pulled, not before. Tanks by nature have to be control freaks. You begin to MD and Volley before they are in control, and they won't be happy.
I do think you could take a piece of your own advice and wait 1.5-2 seconds to start your DPS, even if the threat is going to the tank. Remember! With great power, comes great responsibility. The idea in heroics is to get through as smoothly and quickly as possible. That can't happen if you and the tank are bashing heads with each other. And we hunters need to show that we're team players. Pay your dues and you'll be the tank's best friend. (Though the healer is still their "special" friend. ; p)
Beruza Jan 25th 2010 9:33AM
I don't even bother announcing that I am MD'ing. I would say it is expected of us to use MD as often as possible. Why would it be a surprise that we want to redirect all of our threat onto the tank? But only after the tank starts attacking. I never use MD to pull unless the tank wants me to.
What I really hate is when another player pulls aggro and everyone claims I cast MD on that person. And then they argue with me like they don't know what I am talking about. I have a macro that casts MD onto my focus target (which is always the tank) or onto my pet if the focus target is dead or if I don't have a focus target.
Muse Jan 25th 2010 9:36AM
We know hunters can MD. We just also know it's more an exception than a rule. :(
Adrammelech Jan 25th 2010 9:40AM
Well said, Beruza!
vocenoctum Jan 25th 2010 9:47AM
As a tank, I appreciate misdirect or tricks as I'm charging in, but not before the pull. I don't play my hunter much, but I do play my rogue occasionally. It's easy enough to tell if I've got either buff as a tank.
And seriously, Volley or Fan of Knives is no where NEAR as irksome as Charging in through a dpsers freaking Death & Decay. Damage for damage or threat for threat aside, the dang tooltip says it causes extra threat. Most dk's don't know how much, and they don't care. They just know they do more damage that way, and it's the tanks problem to control it.
I'm also pretty sure that 110/130% thing applies to tank threat to steal from a DPSer, and the mass-taunts are on cooldown, not in a standard freaking rotation!
Bob Dewane Jan 25th 2010 10:11AM
Some really good comments. My main is a tank and I LOVE it when a hunter will MD mobs to me to help build my threat so that the others can just unload. I guess I never stopped to consider the point about using MD "early" as I have only ever used it when I've seen the tank charging towards the next pull (i.e. I assume (s)he's ready and besides, don't we want as much threat on the tank as soon as possible?). As a tank, I've never had a problem with a hunter pulling via MD while I've been standing still and I guess I just assumed the same was true when I hunt with other tanks. A sincere "sorry" then, if you were one of the tanks wishing I wouldn't do that. Won't happen again. =)
Eyhk Jan 25th 2010 10:47AM
What battlegroup are you guys in?
I've farmed several T9 sets over several toons in randoms and never have I once seen a hunter MD to me (tank). Neither have I seen any FD unless they've repeatedly died from me not taunting the mob they pull. I do notice that they FD immediately when a pull goes bad for some reason and the healer dies but the rest of the group is still trying to down the mobs. I know there are plenty of good hunters out there, Blizz just never assigns any of them to me in my randoms =( WTB better hunters from Shadowburn!
Eli Jan 25th 2010 12:45PM
EASY SOLUTION FOR NOT GETTING YELLED AT WHEN MD-ING THREAT AND THEN GOING BALLS TO THE WALL:
Download the addon: ThatJustHappened
On some forum about it, there's a premade 'rule' for MDing - It will automatically put in party/raid chat who you're misdirecting to EVERY time you actually cast the spell. (spam your MD as much as you want - the addon is like powerauras in that it will only show up when the spell is actually cast/the buff actually received)
If someone QQs about your lack of MDs, or your supposed overeagerness on killing mobs, remind them about your special hunter skill and tell them to read the chat logs, and gtfo of the way of your non-religiously-denominated holy hunter fury.
Eli Jan 25th 2010 12:57PM
Here it is, just copy and paste it into your chat after you've activated the addon (/tjh on)
/tjh rule SPELL_CAST_SUCCESS;;;Misdirection;self;AUTO;Misdirecting to *target!;
Mopo Jan 25th 2010 6:26PM
@Eyhk
I have been playing a Hunter for a long time and I have seen good ones and I have seen plenty of bad ones. With that said, you may have not seen MD on you because there is no real indication that you are being MDed. Most of the time the Hunter will be behind you and all that shows is the big target that goes over the Hunters head for a second and then it is gone.
I have a macro that auto MD the tank, so it is fairly easy for me to throw one on. I tend to use it more for lower geared tanks to help them out, but it is not really needed for well geared ones.
Beruza Jan 25th 2010 7:46PM
The little swirly icon over the Hunter's head when MD is cast used to be over the targets head that you cast MD on. I don't know why they changed it. It was better then because it showed the group who the Hunter was MDing to. The tank would know when MD was cast because a the big swirly icon would show over their head. I think they should change it back to that way.
B Feb 19th 2010 8:17AM
Because multiple hunters can MD one target at same time now so putting the animation on the Tank's head just won't work
Beruza Jan 25th 2010 9:15AM
Yeah, they REALLY need to change the tooltips on those, especially Aimed Shot. The Noxious Stings tooltip only makes sense after you read it 10 times, and the Aimed Shot tooltip still doesn't make sense no matter how many times you read it. It should say something like, "an aimed shot that does an additional 408 damage." But it says it increases ranged damage, and that is false.
I tested it some time ago, and was confused as to why it didn't increase my ranged damage. After that, I had so many arguments with others about how it doesn't increase ranged damage, but just for that shot. I then saw the article about it on your website and from then on directed everyone to it.
Beruza Jan 25th 2010 9:21AM
It makes me wonder, do they make these tooltips confusing just to keep us on our toes? Are they requiring all of us to spend thousands of ammo testing the shots so that we can understand what the tooltip actually means? While this is good, and would make the hunters understand their class better, I think they could still change the tooltips slightly because most hunters aren't going to test them. They are going to read the tooltip and assume it means exactly what it says.
Tridus Jan 25th 2010 10:22AM
The Aimed Shot tooltip is just a holdover. It's functionality as a spell used to be totally different from what it does now, and the tooltip wasn't really cleaned up when they changed it. They just tacked the MS part on the end.
velutina Jan 25th 2010 1:07PM
Don't attribute to malice what is attributable to incompetence. Always a good rule. WoW is a very complex system. Mistakes happen.