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
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Reader Comments (Page 2 of 3)
Netheral Dec 13th 2010 12:59PM
2 out of 3 hunters agree, the blue box is the preferred mark for trap targets!
I'm getting pretty tired of tanks saying "there, trap that target" when there are three or more cc targets and none of them has my blue box.
jrb Dec 13th 2010 10:40AM
I'll admit that i've not tried SV since it was flavour of the month in wrath.. i've been persuaded back to BM for cata, and i'm loving it once again. That said, i take fault with this comment.
"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."
maybe i'm doing it wrong.. but on single target I start a fight slightly later than others - popping several cooldowns, but i hit the ground at around 10k dps, and stay there at the top of the meters for the duration. raids the dps is obviously higher, but staying consistent from start to finish.
i wanted some clarification on the way pet/trinket/talent buffs are good for starting a good serpent sting for use in conjunction with cobra shot to carry through as much of a fight as possible.
but yes, having read the blog post on your own site last night i'll definietly be checking out SV again this evening, and looking forward to seeing how it works out. overall loving the hunter solo, heroic, and raiding experience in cata again... it's like a new class all over again! :-)
thenighthawk Dec 13th 2010 11:07AM
I typically level first, and then do dungeons. Sometimes it means I'm behind the gear curve, but I have to wonder what the heck I'm doing wrong.
I dual spec mm and bm (clearly I should have gone SV instead of mm according to this).
So far the only people I've out-dps'd are the healer and one shadow priest. I'm typically pulling 3-4000 dps, whereas I'm seeing warriors, droods, pallies, and dk's all pulling 7-10,000.
I usually go with a shale spider for the 5% stat boost
I'm in quest blues and greens, and i have one of the blue trinkets.
Typically in Aspect of the Hawk, shifting to fox for movement fights.
My fight rotation looks like:
Hunter's Mark macroed with pet attack
(Pet has bite and cower turned on, thunderstomp off, growl off)
Serpent Sting
Kill Command
Arcane
Cobra-Cobra-Kill Command rotate until I can mix in Kill Shot
Fervor whenever it's maxed...
Boss fights add in Bestial Wrath after serpent sting, with KC-Arcane Spam
Doing better on the KC brought dps from about 3000 to 4000... but I'm feeling WAY underpowered at the moment.
Grarr Dec 13th 2010 11:22AM
Your hit rating is probably really low. You should also consider Ferocity pets or Cunning pets, since those two provide a significant stat boost over Tenacity. Don't be afraid to use non-exotic pets in BM, since the stats are normalized. You will probably increase your damage enough to offset the 5% boost you give to your entire party. Most parties should have that buff covered, though.
In BM you should probably roll with a cat, a wolf, a devilsaur, a core hound and depending on what seems to be missing most from the five mans in your battle group, either a dragonhawk, ravager and serpent/raptor for their specific debuffs.
Mergetvs Dec 13th 2010 11:58AM
Well one of your problems right off the bat is trying to DPS with a tenacity pet. Although they can do respectable dps, they are not really built For optimal output. If you are sticking with BM I suggest a devilsaur or a corehound. Are you hit capped? What stats are you going for after hit cap? Mastery seems to be just great. Are you picking up rep pieces from quests? Do you have a full compliment of enchants on your gear? just take a look at all this stuff, might help your numbers. Best part is you now can use the same gear for all 3 specs.
Tyeton Dec 13th 2010 1:14PM
I feel your pain. I am mostly in quest blues and greens, with 2 ICC purples still hanging in there. I've reforged as much as I can into hit, but I'm still hanging out in the middle of the meters. Going to switch to SV tonight and see if this helps any.
Thanks for the article Frost!
Qalvanda Dec 14th 2010 1:24AM
Currently I have around ilvl309 (toon is level 84 atm) when I last did a dungeon and am using a BM spec pulling around 7k dps on trash mobs and 6.5k for movement fights and 8k-10k for steady boss fights. I use a worm pet spec'ed with all dps talents available to the tenacity family with growl and cower turned off. Worms are amazing during trash burns since most tanks (PUGS) still pull a group of mob and spamming AOE talents making it useless for me to actually try and CC some targets. For boss fights I usually go with either a corehound or a spirit beast depending on the classes with me in the party, I have not yet gotten to levelling my devilsaur so I dont know how much dps gain I'll get from her; but without a warrior/DK the spirit beast gets me more dps while with them (horn of winter) I get much better output from a corehound (lava breath turned off since most bosses dont get affected by it and it uses up a pet gcd).
CCs have always been a tough thing for me but can practice it during guild runs since we're on vent. I just have thunderstomp turned off when using a tenacity pet. There will be times when I dismiss a pet and take out my turtle pet (Terrorpene!!!) to tank casters that the tank left behind and just burn it since there were a number times that warlocks/mages broke my CC when they saw the threat of the caster mob.
For rotations, mine pretty much looks the same KC being on top of the priority and just weaving AS and KC between my CS.
Keep at it, BM is a fun and engaging class to play with as well. Will try SV soon too. For info on my gear just check my armory.
http://us.battle.net/wow/en/character/bonechewer/illiaine/simple
Asmor Dec 13th 2010 11:18AM
Camouflage saved my ass last night in Grim Batol. We mostly wiped, I FDed, and one of the mobs reset right next to my corpse. Cast camouflage and it works straight out of FD, and I snuck off to a safer distance.
tamadams23 Dec 13th 2010 11:20AM
Holy perfect timing batman!
Just dumped my much loved MM spec for SV today and although the dps gains are great, I really needed some advice on how to play an SV hunter better.
This is just beyond excellent and thank you again. It's awful nice to be in a dungeon, get whispered that you're a good hunter, and whisper back 'Frostheim' :)
Hulder Dec 14th 2010 3:47AM
I do that too :-) I'm also spamming out the URL to the Warcraft Hunters Union to anyone who asks me just about ANY hunter related question. Frost for president!
Netherscourge Dec 13th 2010 11:46AM
"one of the commonest mistakes"
NEW TOPIC:
commonest vs. most common
DISCUSS
/get's popcorn ready
Asmor Dec 13th 2010 11:50AM
"/get's popcorn ready"
iseewhatyoudidthere.jpg
Adrammelech Dec 13th 2010 9:36PM
There isn't supposed to be an apostrophe in "gets".
NicholasD Dec 13th 2010 12:36PM
I really think the pet misdirection glyph is a requirement for any build focused on running dungeons. I know one fight in particular I use it for is the General Umbriss fight, the first boss encounter in Grim Batol. You can plant your pet to the side with the new move command, MD the malignant add to him, of which you'll probably have to do twice to not pull threat. The add dies off to the side, away from the group and your pet takes almost zero damage. It completely takes out the gimic of the fight and I'm sure there are others that the glyph could do the same for.
Heuristic Dec 13th 2010 1:04PM
I would like to point out that it is currently possible to CC two mobs simultaneously in freezing traps as any spec. That's right, the lost art of double-trapping is back. It requires a tank's cooperation but two frozen mobs is a wonderful capability to offer. You can only have one freezing trap on the ground at once, but traps have a 30sec cooldown with a 1min duration and persist on the ground for 1min. If you can lay the second trap *after* the first one has been triggered, the first trapped mob will not break free.
Set up the pull by picking a melee mob in the front of the group to trap, and a caster for the second target. Launch a freezing trap as close to the mob as possible in a line between the mob and the tank. Wait 30sec for your trap to cooldown. Prepare your trap launcher and allow the tank to pull. As soon as your first trap is triggered, launch the second trap on top of the caster mob you chose. Ta-dah! If you've done this well, you've CC'd two mobs for your group. As soon as your traps come off cooldown, continue to refresh the traps, starting with the melee one first trapped.
Some notes: This technique is less vulnerable to a resisted trap than normally trapping. It's extremely unlikely that both traps would resist, so if one is resisted you still have one mob CC'd. Also, if there isn't a good caster option, you can trap a second melee by launching the second trap in the mobs' path after the pull. However, this is less reliable, and the tank will probably whack it if the trap is mixed in with the mobs he's trying to pick up instead of near the other CC. Lastly, you have a 30sec buffer between your traps coming off of cooldown and your first mob's trap wearing off. Any time wasted with a freezing trap off of cooldown eats away at this buffer. You can keep two mobs trapped simultaneously, indefinitely (barring resists) until this buffer runs out, at which point a mob will break free before your trap comes off cooldown. If it's close, a Scatter Shot can buy you a few seconds.
saregos Dec 13th 2010 1:04PM
One thing that's worth remembering is Wyvern Sting - It's not ideal because of the DoT, but in cases where your trap fails you can sting it, tell the tank, and have 30s to burn the primary down before it gets loose.
Also, I've noticed that Cobra Shot is boosting Wyvern Sting's duration (the DoT portion) so if you have the opportunity to sting something it's worth taking it.
FraterF93 Dec 13th 2010 1:07PM
I thought all the class changes in Cata were to normalize the specs, making the spec choice about personal preference rather than choosing a spec because it does more damage. Does this mean we will be going back to the days where all classes will have to be the same spec? I can remember in Wrath PUGs Tanks actually ragequitting when they saw I was BM spec.
busuan Dec 13th 2010 1:11PM
Currently tanked mob turns and runs toward you.
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|Separation between good and bad hunters.
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You feign death.
iceveiled Dec 13th 2010 1:27PM
A note on trapping with distracting shot / freezing trap. Be sure to clear your focus of that mob, otherwise if you're auto attacking, and you've just placed that trap at your feet, you will melee your newly frozen target and break the trap. A simple press of the "ESC" key works, but you can make a macro to disengage and clear focus, or if in tight quarters or areas where disengage isn't safe, clear focus and target skull or target the tanks target.
Nothing is worse than trapping a hard hitting elite baddy, only to break your own trap a second later resulting in you getting your face smashed.
Kazador Dec 13th 2010 3:20PM
Freezing Trap macros:
1. Ranged Trap:
#showtooltip freezing trap
/castsequence reset=5 trap launcher, freezing trap
Hit this button twice, first to activate trap launcher, then to arm freezing trap. Then fire at your desired location.
2. Melee trap
#showtooltip freezing trap
/cast freezing trap
/stopattack
Hit Distracting Shot, then hit this macro. It will ensure you don't keep attacking the target you're trapping. Then go back to attacking whatever the current DPS target it.
Enjoy!