Scattered Shots: Optimizing your hunter for heroics

Cataclysm has been out for nearly a week now. Hordes of hunters have proven their valor by uncovering the Twilight Cult's plot, rebuilding the World Pillar, and fetching a drunken dwarf his pants. A hero's work is never done. While many hunters are still proceeding steadily through the levels, a lot of them are now pushing their way into heroics.
No more for us mindlessly AoEing our way through trash and bursting down bosses with no thought to strategy -- now it's time to pay attention to fight mechanics and dust off those rusty trapping skills. Our diligence will be rewarded with shiny blues that will help us hold our own in raids and loads of reputation via our tabards. But like my Grandpappy Frostheim used to say, "Anything worth doing, is worth doing at the top of the damage meters!"
Join me after the cut as we talk about optimizing your hunter for heroics, how to spec, how to glyph, and how to look good while you do it.
Heroic spec
As always, I need to stress that you can absolutely run heroics effectively in any hunter spec. Every spec can CC, every spec has AoE boosts, and every spec can do perfectly adequate single-target DPS. If your group doesn't include a shaman or mage, running BM with a corehound for the Ancient Hysteria buff could be a bit of an advantage on harder-burn bosses. But for the most part, if you want to optimize your heroic running, you want to spec survival.
SV offers the best AoE DPS -- best by leaps and bounds. On top of that, it also currently has the highest single-target DPS. Add to this the fact that SV hunters don't have to wait for their pets to reach targets, like BM hunters, and don't have a complex, decision-laden rotation that can fall apart, like MM hunters, and SV is the clear spec of choice for heroics in Cataclysm. The spec also doesn't suffer from the slower ramp-up of BM and MM, making it perfect for the fast pace of heroic farming.

The heroic talent build for SV is almost identical to its raid build, by the way. We are going to get great usage out of our Serpent Spread and Improved Serpent Sting talent combination. As we flow out of the SV tree, we're going to go a bit down the MM tree rather than the much lower-DPS talents at the top of the BM tree.
Glyphs
Our prime glyphs are where our DPS comes from, and that's all we'll focus on here. Feel free to take whatever major and minor glyphs feel right to you for your playstyle. Fortunately, our glyph choice as SV is pretty clear-cut:
Pet choice
As always, you're going to want to choose the pet that brings the pet buff that helps your group the most. In general, you're going to want to bring pets that provide buffs rather than debuffs, so cat/spirit beast and wolf/devilsaur are the big ones. That said, for the first few weeks of Cataclysm, before people start gearing up and learning the fights, heroics are going to be fairly challenging for most groups.
With the fights lasting longer, looking at pets the bring debuffs could be good as well. Keep in mind the 8 percent spell damage taken debuff provided by the wind serpent does boost all of our magical damage -- and for SV hunters, that's almost every shot!
Standard rotation
The standard SV single-target rotation is a priority-based rotation. You want to use whatever shot is highest on the priority list and available, while at the same time saving up focus to fire Explosive Shot and Black Arrow as they become available. You want to be in Aspect of the Hawk and start the fight by applying Hunter's Mark (Don't forget this! It's 1,772 attack power!) and Serpent Sting.
You will very rarely be able to use Arcane Shot, by the way. Also, with the Careful Aim talent, it's actually better to drop Arcane Shot entirely for the first 20 percent of boss health; however, this will rarely be an issue since you'll be building up your focus after dumping it to near zero with your opening Explosive, Serpent Sting, and Black Arrow.
AoE rotation
In most heroic fights, you'll be using AoE -- just make sure that your Multi-Shot is not going to hit any CCed targets! Breaking CC is one of the signs of a bad hunter, and any CC you or your pet breaks is entirely your fault. When in doubt, don't use Multi-Shot at all. Better safe than wiped.
You'll want to start your AoE fights with a Misdirection to the tank, launching an Explosive Trap, then firing a pair of Multi-Shots at the mobs. You'll then alternate between Cobra Shot to build up focus and Multi-Shot to DPS until there are too few mobs to make Multi-Shot worth it.
One of the commonest mistakes I see hunters make in 5-mans is using Multi-Shot when it's not actually worth it. While this problem is more prevalent in MM and BM, SV hunters can suffer from it too. When to use Multi-Shot is a tad more complicated for SV, since we need to look not just at the Multi-Shot and Serpent Spread damage but also estimate how many ticks of Serpent Sting those mobs will get. Just understand that most of the time, you're firing Multi-Shot at the expense of an Explosive Shot -- the largest damaging hunter shot.
Here are the rules of thumb:
- If there are four or more mobs, you want to spam Multi-Shot as often as you can.
- If there are three mobs, you want to use Multi-Shot once to apply Serpent Sting to them, then return to your single-target rotation.
- If there are two mobs, it can sometimes be worth applying Multi-Shot only once, as long as the secondary mob will stay alive for at least 9 seconds. After that, though (once you're rolling your main target's Serpent Sting with Cobra Shot), it's no longer worth using it. In other words, the reason it's advantageous is because you're also saving the 25 focus you'd normally spend to apply Serpent Sting to your primary target in the first place.
- Explosive Trap if there are at least three mobs.
Now that you have the tools to sear through heroics, leaving a wake of fiery death behind you not unlike Deathwing himself, let me take a moment to caution you to use this power wisely. Don't let the power of destruction twist you from your righteous path -- you are meant to be a radiant beacon of death, not a radiant beacon of asshattery.
Here are your priorities:
- Protect the healer.
- Follow fight mechanics.
- Don't break CC.
- Don't pull aggro.
- Trap what you're told to by the group leader.
- Avoid any avoidable damage.
- Attack the correct target.
- DPS.
As hunters, we're evaluated mostly on our ability to DPS well. As group members, however, we're evaluated on all of the above. A great hunter will follow all of these rules and still top the meters -- we have everything we need to do that. A good hunter will follow all of these rules but be in the middle of the pack on the meters. A bad hunter will break these rules and maybe top the meters -- but still be a bad hunter.
I earnestly implore you to take this list seriously. In addition to letting us do some amazing things, the vast hunter toolbox can also let us get away with some very shoddy playing. As a class, hunters have a bit of a bad name, primarily for regularly violating every thing on this list.
Please, try to show off the amazing capabilities of our class in a good light. In fact, let's go into some detail on a couple of these items.
The lost art of trapping
For years, hunter traps have gone unused, an interesting novelty in our spellbook, but it wasn't always that way. Now in Cataclysm, you will be asked to trap mobs, to trap them efficiently and often. For those of you who are too young to remember the art of trapping, here are some basics:
You have two ways to trap a target for CC: You can use the Trap Launcher to throw a Freezing Trap at the feet of a mob, or you can place a Freezing Trap at your feet and pull the mob into it. There are times and places for both of these techniques.
Usually, your tank will mark which target she wants you to CC (the blue square is the proper icon for hunter trapping, by the way). If you can, you want to use the Trap Launcher technique. Be sure that you group understands that you need to initiate the pull. Too often, tanks will tell you to trap something, then start the pull and your mob is running all over the place. You have to launch your trap at a specific point on the ground, and then it takes a second before it "arms" and will actually trap the mob.
Likewise, if there are multiple CC targets and your mage sheeps one before you launch your trap, now it's chaos again. So just let your tank know that you need to trap first and all should be good.
If a pull does happen before you can trap, that's OK, you can still recover and trap your mob. Now you just switch to your backup technique: Drop the trap at your feet, then pull the mob into the trap. The best way to do this is to use Distracting Shot to force the mob to head toward you, and make sure you're standing a few feet behind the trap so it doesn't get a free shot in on you before it freezes. This is, by the way, the way we used to trap everything back in the day.
Note that this technique only works for melee mobs; casters are apt to stand in place casting spells at you. But that's OK, because if they're standing in place, we can just trap launch to them.
Finally, be aware that your trap can be resisted. Unlike mages, we don't have the option to immediately re-trap; that mob is now without CC until our 30-second cooldown is up.
Also be aware that there appears to be a bug currently in which if you re-trap an already frozen target, it sometimes actually breaks it out of the current trap, and then the new trap goes away. We haven't yet pinpointed exactly what situations cause this, but it does appear to clearly be a bug. So don't trap something that's already trapped.
Threat management
It should go without saying -- but my experience in randoms suggests it does not -- that threat management is vital and is your responsibility. It is not the tank's job to have more threat than you; it's your job to have less threat than the tank. Use your Misdirection, use your FD before you pull aggro so that you don't pull in the first place, and use common sense -- which at times means slowing your DPS to match the threat generation of the tank.
Don't get me wrong, you'll screw up at times -- we all do. I had a hunter friend once who was fond of saying that if you pull aggro, you're a bad hunter, but if you never pull aggro, then you aren't pushing your DPS enough. It takes experience to find that line and mistakes to gain that experience. Just understand that when you do pull off the tank, it is a screw-up, and it's your fault.
SV in heroics has more to worry about on this front than other specs, with its crazy AoE abilities. It's entirely possible to MD to the tank, launch a couple of Multi-Shots, and then as soon as MD falls off, all the mobs turn to attack you. You FD, drop aggro, but a few seconds later, they all attack you again even though you didn't attack them at all. This is not a failure of FD (which can be resisted, by the way) -- remember that all those mobs now have Serpent Sting ticking on them every 3 seconds. If your tank is not capable of generating that amount of AoE threat, you may have to hold off on the AoE.
Even for single-target fights, you probably don't want to open full up if you don't have MD available. My rule of thumb is this: If MD is available, I lead with Explosive Shot, Serpent Sting, Black Arrow. If MD is down I lead with Black Arrow, Serpent Sting, and then Explosive Shot. This builds your threat much more slowly.
As always, do not attack any target until after the tank has attacked it. Not before, not at the same time -- after. And don't MD pull for the tank unless he asks for it.
So go learn the strats for the heroic boss fights, make sure your gear is up to the task, and prepare to burn everything to the ground in a hazy mess of fire and shadow and poison.
Filed under: Hunter, (Hunter) Scattered Shots






Reader Comments (Page 1 of 3)
Karak Dec 13th 2010 8:35AM
Even though I am a relatively new player (I joined halfway through 3.3), it's always bothered me in the Wrath heroics that there were entire schools of spells not used because the dungeons were too easy and promoted chain pulling.
Cataclysm opened my eyes to my true calling: Being one of the most versatile classes in WoW. The amount of things I can bring to a five man is stunning: Up to five pets with their own buffs and debuffs, two solid cc's (you forgot wyvern sting, stings are one per mob limit), an aoe slow, misdirection, and an emergency taunt. I can also get myself out of harm's way with a Feign Death or when taunt, I can temp tank through Deterrence.
Camouflage is also hugely interesting if you don't have a rogue to scout, or you just want to range pull - misdirect to your tank.
It's great. We got only three skills from 80 to 85; but all three define the build.
Rachel Dec 13th 2010 9:21AM
Great post Frost! One thing I want to add is that I did find a use for camo. After getting 1 shot in Heroic Throne of Tides trapping a mob, I now use camo before I trap in the beginning of a pull. It keeps me from getting mob aggro and the tank seems able to pick up the mobs easier.
Matto128 Dec 13th 2010 9:28AM
Thats a good tip, using Camo while shooting a trap to prevent aggro, I was just using it because it look cool. lol
Akhi Dec 13th 2010 2:31PM
The CC is wonderful and I have yet to be in a heroic where I'm not both running a CC and top dps (or only a few hundred dps behind). Camouflage has been excellent for frequent trapping, and in a solid pug with good CC trash mobs are plentiful and die quickly, which makes me wonder why this "heroics" spec chooses both stamina and over-80% crit increase, which is only useful for tiny parts of any fight, over trap resistance reduction (Survival Instincts), increased crit on trapped targets (Point of No Escape) and the huge boost to aspects of One With Nature in the BM tree.
If you're standing in stuff on the ground, it's likely that you will die regardless of how much stamina you have (I wouldn't want my healers wasting precious mana on someone who is), if you aren't standing in stuff you don't need the stamina, and if you aren't using your traps like crazy (relying on Black Arrow for trash) you're not playing Survival very well.
Akhi Dec 13th 2010 2:35PM
Oh, and as far as traps breaking already trapped mobs, it's not difficult to just drop the trap close to the mob instead of on it (between it and you). When your trap breaks, it just hits the next trap.
Matto128 Dec 13th 2010 9:23AM
Excellent post Frost, quick question,
"If MD is available, I lead with Explosive Shot, Serpent Sting, Black Arrow." Do you use Serpent first or Explosive? because you said earlier:
"You want to be in Aspect of the Hawk and start the fight by applying Hunter's Mark (Don't forget this! It's 1,772 attack power!) and Serpent Sting.
- Explosive Shot
So on Single Target fights with MD available do you use Serpent sting or Explosive Shot first?
Adrammelech Dec 13th 2010 9:59AM
After Misdirecting, you want to fire Explosive shot first to give the tank a big threat lead and to make sure each tick of ES fall in the 4 sec. MD zone.
Serpent Sting is not really part of our rotation since it's permanently extended through our Cobra Shot. That's why it was put before the rotation in the above paragraph. But if you are Misdirecting, you always want to use Explosive Shot first.
Matto128 Dec 14th 2010 8:04AM
That makes sense, thanks for the advice
UnwantedHero Dec 25th 2010 4:54PM
for any hunter out there looking for a threat management macro here is it:
#showtooltip Misdirection
/cast [@focus,help][help][@pet,exists] Misdirection
.. it has helped me immensely when trying to manage my threat. (just set your tank as focus at the beginning of the dun/raid .. the pet part is in case your tank dies - it will automatically select your pet for the misdirection..) hope this helps for anyone out there who is looking for a decent misdirection macro.
GrumblyStuff Dec 13th 2010 9:36AM
This was a very informative article. Many thanks! :D
Azazu Dec 13th 2010 9:52AM
I have a question about Survival Tactics talent (2/2). Since it reduces the chance that trap would be resisted by 4 %, isn't it good for HC and for CC trapping? Or is the 4 % not good enough? And what about using trap launcher + explosive trap with this talent = more dps ?
Has any1 tested this or given this any thought?
chimpychomp Dec 14th 2010 2:34AM
i think its better personal then health as i tend to be able to avoid damage that i can
i also do think its need its a "small" buff when most things 1-3 shot you if u get agro
ah the lost art of trapping all thro LK i trapped only to see a pally tank run in and aoe
i been playing my hunter as mian since day1 in vanilla europe and im happy that we have to CC again
remember that you can trap two mobs (can be 3 but 2 is easy to pull off) at a time laydown one trap near grp and wait for cd then pull grp into trap and distract a 2nd mob and laydown a second trap after the first has been set off.
you can trap 3 if you are surv this is harder to do. do the above to get 2 traps but also wyvern sting on third, when your trap cd has about 8 sec left break the sting and concussive shot it to slow if it gets to the buy time till the sting is off and trap cd with scatter shot after you have trapped the third retrap first>second>third and repeat then is handy for the corehound in blackrock cavern on hc where a hunter can solo CC all three mobs.
Saidear Dec 13th 2010 10:12AM
I remember back in BC, where a good SV hunter was the king of CC; two traps (yay Readiness), Wyvern Sting, Pet, and yourself as a kiter or for short times dodge tank.
We've lost 2 of those with the addition of diminishing returns on combat ratings and moving Readiness to the MM tree, but I don't see why a pet offtank wouldn't still be useful in heroics, provided it was the right family tree and spec'd for it.
I might need to swap out of my MM, which while is my first love, SV is also fun for me too.
exogenesis. Dec 13th 2010 10:09AM
I have never played as Survival. I levelled my first hunter with BM, and then switched to MM at 80 for raids, since it did the best DPS. Since 4.0.1 was released, my second endgame hunter has remained firmly in her BM specc and loved it. However, I think I may just try out Survival. I dinged 85 yesterday, and don't have near high enough average item level for heroics, but it will be nice to prepare for it.
I'm quite enjoying the return of trapping. I only played seriously during Wrath, so I wasn't around for the Trapping Hey-Days, but I'm getting a nice, warm feeling when a tank asks me to trap a mob. I became so used to being sighed at and viewed as a liability for the class I play, that it feels great to actually be needed for something. Although, I do pull my hair out at the many tanks who tell me to trap and then run ahead and pull while I'm activating my Trap Launcher. And then tell me off when their AoE tanking breaks my hastily-put-down trap. xD I wonder how long it will take for most tanks to realise hunters need to actually pull to trap successfully ...
exogenesis. Dec 13th 2010 10:13AM
Also: in Survival, is Steady Shot entirely replaced by our new Cobra Shot? As BM, I've sort of been eying Cobra Shot askance, not really knowing when I'm actually supposed to use it or even if it provides a decent DPS boost for the specc.
I guess Cobra Shot is spammed to regen focus instead of Steady Shot?
Umehte Dec 13th 2010 10:40AM
Yep, as BM you will want to replace Steady Shot with Cobra Shot... All cobra shot does differently is extend your Serpent Sting by six seconds!
Frostheim Dec 13th 2010 2:24PM
Note that we don't have to pull in order to trap successfully! Remember technique 2 on the list (also known as the only way to trap throughout most of hunter history).
If the tank charges in, then abandon the trap launcher. Just drop a trap at your feet then distracting shot the mob to it.
Zippö Dec 13th 2010 10:14AM
Yeah, it's defenitly nice to be a hunter with some brains these days.
Still it's annoying that my gild is rather slow at leveling and heroics are close to impossible with random groups :(
but still, i'm looking forward for my favorite tank and healer to hit 85 and gear up :D
burntpizza Dec 13th 2010 10:27AM
Very good edition this week, started my hunter just before Cata. Went SV and love it! Easy leveling due to traps, Explosive Shot and talented Serpent Sting. Pvp as SV is just like leveling except its gnome and oversized mutts you're blasting away. Wyvern Sting is just awesome for pesky rogues and warriors that get into your personal space. 5-mans are a joy also, Trap Launch Explosive Trap and time your shots at your main target.
meringue Dec 13th 2010 10:36AM
Yessssss! Blue square = ice cube forever.