Scattered Shots: Maximizing hunter DPS in 4.0.1 heroics

Now that we've covered our basic 4.0.1 talent builds and rotations as well as glyphs and gems, it's time to take a step away from the raids and into our heroic 5-mans. Among the swarm of emails I've been getting have been a lot of reminders that raiders are, in fact, a minority. Our heroic-running brethren are experiencing the same radical changes, but these changes affect them in very different ways.
Even the hardcore raiders out there are probably spending more time in heroics than they do with their mothers (and really, is it so hard to pick up the phone once in a while?), with the sudden need to level a dozen new pets. Heroics make for fast and painless pet leveling -- you can usually get your pet up to 80 in just two to three heroics, depending on which ones you get.
It's like when Mania (of Petopia) said on the Hunting Party Podcast, "I think the sexiest female model in the Horde is the male blood elf" -- so wrong, and yet so true. So join me after the cut for a rundown on maximizing your heroic DPS in a crazy, post-patch 4.0.1 world.
It's still an AoE world
Wrath heroics still have little to do with strategy or encounter mechanics, and everything to do with speed and AoEing down trash. When your typical bosses die in under 15 seconds, you're really optimizing your performance for the trash, not the bosses.
To maximize your heroic performance, you really want to be as efficient as possible at slaughtering your way through giant pulls at breakneck speeds -- and be able to do this without pulling aggro, of course. This means dealing with multiple targets as efficiently as possible and managing your focus.
The heroic specs of choice
Let's be very clear on something right up front: Every single hunter spec is just fine for running heroics. You can do well in all of them.
That said, if you're really interested in doing as much damage as possible, you want either MM or SV.
Survival hunters' big advantage to heroic-running is the Serpent Spread talent combined with Improved Serpent Sting. This lets them Multi-Shot for a heck of a lot more damage than a normal Multi-Shot and DoT up everything hit, as well. This is a strong ability that gets stronger the longer the mobs actually stay alive.
Marksman's advantage is not Bombardment, as some might think, but instead Rapid Killing and Rapid Recuperation. With these talents, MM hunters can maintain almost limitless focus on trash as long as they're sneaking in that killing blow. MM also squeaks out a bit more attack power with the Marked for Death talent conveniently popping up Hunter's Mark without wasting a global cooldown.
The sad state of Multi-Shot
To be completely frank here, the loss of Volley hurts. Volley was better than the new Multi-Shot in almost every way. The only advantage that Multi-Shot has is that it is an instant shot, so we can fire it on the move, which is occasionally helpful.
Here's the big thing that you have to wrap your head around: Multi-Shot's damage sucks. I'm serious. It's not enough just for you to hear it; you need to embrace it, to truly feel it and understand it in your core. Much like an elf, Multi-Shot's damage makes you want to throw it in a deep pit, build an outhouse over it, and then invite the entire Horde over to party.
Look at it this way: Arcane Shot does four to six times the damage of Multi-Shot and costs nearly half the focus. So for Multi-Shot to be worthwhile, you really need at least six targets -- and preferably many more. Yeah, Multi-Shot is that bad. The only exception here is Survival, whose Multi-Shot does several times the damage of any other spec. For SV, Multi-Shot is certainly worthwhile at three targets.
Trap Launcher to the rescu... er, never mind
With the Trap Launcher in the game, we have the ability to toss Explosive Trap into the mix for more awesome AoE. We can stand back at range and just lob that sucker in there and cook them all!
Generally, don't bother.
Explosive Trap is actually surprisingly good AoE damage; however, because most of its damage is the DoT, it requires the mobs to stay alive for a while. In heroics, that doesn't happen so often. On top of that, the Trap Launcher is still pretty clunky to use, sucking up more time than it should since we can't one-button-press macro it. Use Explosive Trap on exceptionally large groups of mobs or on groups of four or more that are going to be around for a while.
The secret hunter rotations
Your heroic trash rotation is very different from a boss rotation. If you're BM or MM, your rotation is this: Arcane Shot.
That's it. If it's a big mob that's going to be around for a while, go ahead and put Serpent Sting on and put up Hunter's Mark only if you can do so before combat. (MM doesn't need to worry about HM, of course.)
Basically, you're just going to Arcane Shot everything until you can Kill Shot it. As MM, your goal is to get that killing blow in so you can instantly regen 50 focus and move on to your next target. With a bit of luck, you'll never even have to fire a Steady Shot. As BM, you'll need to Steady Shot a lot, which is painful because half the time, the mobs will die while your Steady Shot is casting.
SV plays a bit differently in heroics. As SV, your goal is to Multi-Shot any time there are three or more mobs. If you've got a big pack, you'll want to spam Multi-Shot as much as possible, but for pack of three to four, you'll want to toss on just one Multi-Shot and then alternate between Arcane Shot, Kill Command and Steady Shot.
As SV and BM, the biggest challenge in heroics is maintaining focus levels with so few opportunities to Steady Shot; MM rarely needs to worry about this. If mobs are living long enough for MM to need to use Steady Shot, they're probably living long enough to get off those Steady Shots. This is why I personally prefer MM in heroics; the nearly endless focus lets me maintain high DPS without stopping, resulting in better overall DPS.
Pet choices
We now have the ability to summon one of four pets, which means we should give some thought to what selection we want to bring with us into heroics. As always, if you have an emotional attachment to some particular bundle of pixels, have at it. These are heroics, and they do not require absolute optimization.
But if you do want to contribute as much as possible to the party, you'll want to bring the best buff selection you can. First of all, you generally don't want to bother with pets that provide single-target debuffs or defensive buffs (things that help you or your tank survive). The single-target debuffs (which are a bit bugged at the moment) won't be applied to all your packs of trash, and the defensive ones are simply not needed in Wrath heroics.
Instead, focus on pets that provide DPS buffs for your party. This includes the strength/agility buff, the crit chance buff and the burst haste buff (if you're BM).
Never forget to misdirect
As obvious as this seems, I cannot overstate the importance of using Misdirection on every pull for which it's available. Tanks are struggling a bit as they learn their new mechanics, and of course we still grossly overgear these dungeons. As always -- always -- if you pull aggro, it is your fault!
Yes, always. Even then. Even when the tank is doing that stupid thing, it's still your fault.
Keep in mind that our Misdirection has changed slightly, and the transferred threat now fades away after 30 seconds. This shouldn't matter much, as I can't remember the last time I fought something in a heroic that lived more than 30 seconds, but if the fight is going long for some reason, don't forget to FD before your MD runs out. (As a point of clarification, after 30 seconds, the threat from MD vanishes into the ether. It does not transfer back to you -- it just goes away.)
Filed under: Hunter, (Hunter) Scattered Shots






Reader Comments (Page 1 of 3)
Pebbles Oct 21st 2010 2:11PM
Thanks for this one, Frostheim. Quick question for any other hunters out there running heroics...without Volley, how are you handling those situations where you are forced to stack on the boss? (Omorok the Treeshaper in Nexus comes to mind.) I used to be able to MD and Volley from right underneath him, but with all of our shots being strictly ranged only, I have been forced to go melee on his ankles. I thought Blizzard did not want hunters having to be melee? (Multi-shot, I curse you!)
Thanks for any suggestions!
Faith Trust Oct 21st 2010 2:36PM
You could always just range him, just watch out for ice spikes and move accordingly.
Gambit5555 Oct 21st 2010 2:53PM
Personally I run over to the tunnel you use to leave the area. You are still within range and the crystals do not reach into the tunnel
Saeadame Oct 21st 2010 3:17PM
Maybe a better example is the first boss in Oculus. Unless you want to spend most of your time trying to get to range, and he casts his magic pull significantly more often than you would be able to use disengage.
Regarding that, I have no help (lol). Maybe the only thing you would be able to do is stick down a damaging trap, and then do as much as you can otherwise.
Fluffywumpki of Kilrogg Oct 21st 2010 7:05PM
Re: ormorok you're supposed to stack up? I've ALWAYS stayed at range, and just strafe away from the spawned elementals and spikes
Re: first boss in Oculus, just glyph Disengage or drop a trap and strafe away. I don't think I've ever lost more than 1 or 2 GCDs to his pulls
Snuzzle Oct 25th 2010 12:56PM
People stack on Omorok the Treeshaper in Nexus? Why?
Chris Nov 5th 2010 4:27AM
This is new to me...I've never stack on Omorak, but you only need to be 5 yds away to shoot ranged: that's like 2 steps. Disengage is certainly a good idea (as long as you're not too close to any kind of ledge ala Oculus bosses) but i don't think stepping back tacks any longer.
Grovinofdarkhour Oct 21st 2010 2:10PM
Yes people, help out your tanks with MD every pull you can.
Random queues are bad enough already. The fewer tanks quit in frustration until Cataclysm, the better.
Eyhk Oct 21st 2010 3:04PM
Definitely since AOE tanking for the most part has been nerfed to the ground, especially for feral druids and pallys without the consecration talent. I don't play a warrior or dk so can't say for sure there.
lethian Nov 9th 2010 11:46AM
i play a dk and at least for them they are fine, just gonna take a while.
Chris Nov 5th 2010 4:29AM
This works especially well with survival spec: all that extra damage from serpent spread and imp ST works well when you MD then MS-MS. That kind of AOE threat transfer should keep you safe long enough to kill everything off in a trash pull, which very rarely last 30 seconds.
t0xic Oct 21st 2010 2:17PM
"As obvious as this seems, I cannot overstate the importance of using Misdirection on every pull for which it's available. Tanks are struggling a bit as they learn their new mechanics, and of course we still grossly overgear these dungeons."
I don't know about the rest of the tanking classes, but bear tanking got an AE nerf in the form of swipe on a 6 second cooldown. We used to be able to charge in with barrels blazing. The combination of 6 seconds per swipe and the rage cost at the start of a fresh pull (with enrage on cooldown) = much more likely chance of having a loose add eating your face if you don't misdirect.
This isn't just "tanks learning their new mechanics".
Mortenebra Oct 21st 2010 3:17PM
Tanks *are* learning their new mechanics. Just like the rest of us: they're learning their new thing, we're learning our new thing *and* their new thing. Your testimony about bear tanks reinforces the very fact that hunters need be doing all they can to help their tanks out, regardless of class, gear, experience, etc. I know how to MD, but my tank might not know exactly what to do with himself/herself yet. The tanks that we're running with-- despite how long we've known them, however many dungeons and raids we've completed with them-- aren't the same tanks we're used to. Last week, I did a guild run of H ToC5 to play with our new toys (and learn how to cope without others). Our mage got eaten along with the warlock because, while our pre-patch 4.0.1 warrior would have had no problems, our post-patch warrior did. The DPSers didn't know it would be like that, no more than the warrior did or me (hence why I FD'd! lol).
Now the warrior's figured out exactly what to do and it's getting better. Over time, as everyone gets into the swing of things with the new talents and abilities, it will (hopefully) get better :) It sucks that Swipe is now on a 6sec CD, no arguing about it. But perhaps there will be a way to work around it.
Toothy Oct 21st 2010 2:17PM
"To be completely frank here, the loss of Volley hurts."
"Multi-Shot's damage sucks."
You, sir, are much more the diplomat than. Kudos.
My language has become much more colorful as I send my traps out...This is for my &@^#% missing Volley!
Asaron Oct 22nd 2010 5:39AM
Whilst the numbers might have suffered I am personally so so happy I don't spend my heroics spam casting my arcane blizzard/hurricane/rain of fire spell.
Yes, it kind of sucks that the environment we play in has not really changed to favour single target killing yet. Removing volley is still a big step towards making hunters more fun to play though, so don't complain too much!
AegHunt Oct 22nd 2010 10:03AM
Multi at first seems to be doing craptastic damage, but as MM, you should have a lot of mastery reforged. Every single multi-shot hit gives you a chance for wild quiver damage, as well as more chances for a crit, meaning your next multi is half the cost. With low mastery, I was terribly disappointed with the aoe dmg, but once I reforged, i had locks and unholy dks yelling "wtf!?!?"
wutsconflag Oct 21st 2010 2:18PM
@Frostheim:
People keep saying Hunters are crap now, but will be better at 85. (The opposite is sad to true of mages, that they're OP now, but will suck at 85.) Since I don't have the beta, I was wondering how much truth there was to this.
Also, with the removal of ammo, how is Blizzard going to scale our damage dealing abilities without adding a lot more ranged weapons to the game?
Eyhk Oct 21st 2010 2:59PM
I believe Blizz hotfixed a damage buff to hunters yesterday, so this article may not be completely accurate. I haven't tried out my hunter yet, but supposedly the new shows hunters get at 81 would help with scaling. And no, I'm pretty sure they intend for us to upgrade our weapons every tier, just like any other class.
wutsconflag Oct 21st 2010 4:10PM
@Eyhk:
Where before we'd get a new ranged weapon and possibly new ammo, now we'll only be getting new weapons. I foresee a few more plateaus in our DPS than we had before, or perhaps fewer, but more drastic changes.
Stoop Oct 21st 2010 4:57PM
@Eyhk
That hotfix was a few days ago, and it's a percent of a fraction of a bit of difference.