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
Patch 5.4 patch notes
Virtual Realms feature revealed
The Proving Grounds are coming
The latest patch 5.4 news





Reader Comments (Page 3 of 3)
QQinsider Dec 19th 2010 10:59AM
I wish people would stop posting these trap macros that DON'T WORK. You have to specify the trap correctly.
/castsequence reset=5 Trap Launcher,Freezing Trap(Frost - Trap Launcher)
for ranged or
/cast Freezing Trap(Frost)
for melee.
hyolia Dec 13th 2010 2:15PM
Slowest Elevator Ever? No, I'm sorry, play "Mass Effect" and use an elevator. Any elevator. Seriously, I dare you.
"When do we get to the ride?"
"This IS the ride!"
Zeherah Dec 13th 2010 3:10PM
I think I've narrowed down the issue with retrapping mobs to be a problem with the freezing trap glyph. Once I removed the glyph the traps stopped breaking on refresh. They may still be breaking from resists, but not consistently like they were with the glyph. So I recommend hunters don't use the freezing trap glyph until the problem is resolved.
Polonius19 Dec 13th 2010 6:50PM
The spec sounds interesting. I say sounds because I can't see it. This is the second time I've come across one of your posts where the spec is just an image that does not load, or has been deleted, whatever. Is is that hard to link to a talent calculator?
Can you please link the spec or fix the image?
sabre5674 Dec 14th 2010 6:06AM
Seems like Wyvern Sting and Trap Launch should trump Scatter Shot/Concussive Shot and Freezing Trap.
Zyrinx Dec 14th 2010 10:09AM
Frost - I love ya man, but why the heck aren't your talent builds ever links to a talent calculator?
dumaal Dec 14th 2010 10:22AM
It becomes more clear every day that SV will be this expansion raiding spec. The arguments are:
-even if Blizz set the overall damage the same for all specs SV is the winner:
better than BM because the damage burst comes from the hunter and one can faster change targets than also sending the pet to the new target
better than MM because without ArP the autoshot(main MM shot) is not that OP to win in fights that require movement, and I dont expect many static fights.
-way better AoE - without completly changing talents Blizz is unable to even AoE damage of the 3 specs, and I doubt they will cripple it now
-way better CC - there is Wyvern Sting, a free 30 sec cc, and the trap improvements
-even tier sets favor SV better the the other spec.
Aaron Dec 14th 2010 6:20PM
Great, us hunters are viable in PVE.
Can the disgusting hunter pvp situation be fixed now please? People on the forums havent gotten a blue response for two months now.
candellopp Dec 15th 2010 8:43AM
Isn't One With Nature talent good at all? I mean, my pet does like 12% of my total damage, isn't it bad to spend 5 talent points improving it's special habilities instead of increasing my AP?
And the Careful Aim skill... it applys only to 1 shot for SVs, and only at the beggining. I assume it's only for Raid Bosses right? On dungeons that we need to kill lots of trash I dont think it's a good choice...
what do you guys think? I don't know if I want to trade my One With Nature bonus for this, at least for now...
terraburn Dec 15th 2010 9:42AM
Multi-shot doesn't seem to be applying serpent sting anymore after Tuesday.
Any plans to alter the spec?
Vanter Dec 19th 2010 2:33PM
t is not the tank's job to have more threat than you; it's your job to have less threat than the tank.
I disagree with you because you are assuming that any tank that will come in our group is a good tank. Anyway any good player (no matter the class) must know how much threat is generating towards a mob and it's indeed its responsibility to "watch his aggro".
Toranja Dec 20th 2010 11:31PM
For the love of god and all that is holy, trap pulls, please, trap pulls, for fuck's sake, mainly when there are other DPS that can pick a target and cast a spell on it (I'M LOOKING AT YOU, FREAKING MAGES THAT SHEEP PULL).
Lios Dec 24th 2010 3:06AM
Tell that to the tanks. When I trap pull, I usually get sweared at or kicked. Even when I explain before the fights that I need to trap pull and why, I will not be allowed too.
Many times I get my mark, active my trap launcher and see the mobs all running to the tank just as my trap flies through the air to the now empty spot where the mob used to be. Then the tank proceeds shouting 'RETRAP RETRAP'... which is obviously on cooldown.
Also the famous 'drop DnD under the trapped mob' works wonders for our cc... Many tanks are bad these days.
polachdragon Jan 17th 2011 3:36AM
Awsome read but a few questions as my sv spec is different to what recomended? I should explain the logic behind my spec first, I don't have (Hunter vs Wild) instead I have 2 points in (Survival Tactics) otherwise sv tree is the same. Why well for me lowering resistance to traps (which I believe also includes Black Arrow) is a dps boon in comparison the the small Stam increase from HvW which with the exception of un-aviodable damage means little to a hunter that should be able to aviod most damage. In the marks tree I don't have (Sic'em) and I only have 1 point in (Careful Aim) instead I have 3 points in (Improved Steady Shot) reasoning as sv my pet is for buffs and a tiny fraction of my dps (in a big fight it aften stands at my side ready instead to attack aggro on heals and the like) the 60% bonus to crit is awsome but its a burst damage and does not last long 30% should be good enough to get you past the line if you work on base crit. The reasoning for ISS is simply my rotation, I use steady to regen focus and cobra to extend serpeant, plus steady has more dps value than cobra (somebody mentioned cobra has a smaller cd I have not noticed this) so with ISS I now have a haste rotation in effect specially seeming the buff lasts 8 seconds and the chances are by end you landing the second steady to rebuff, to me this seems more consistent dps and overall better focus control (sure the initial onsluaght leaves me hungry but the speed of my focus regen shots means it does not last long). I know this works well for me but meh... I am always after improving my dps. I just wander why put points into pets when sv is very much more about the hunter and not the pet (its dps a bonus but should never really be relied upon)
As to cc remember us sv hunters have 2 base cc's don't forget wyvern sting, plus if you run in a group that allows a sv hunter potentially can cc 3 mobs during a fight and maintion cc on 2 during the same fight its all in the timing^^.
Example step 1 lay trap for old school pull
step 2 tank pulls hunter wyvern stings cc target 2 and distracing shots cc target 1(sometimes better other way around depending on targets)
step 3 cc target 1 is trapped just dps and watch cc target 2
step 4 cc target 2 breaks sleep it'll often aggro hunter (count to 2) scatter shot
step 5 drop a trap near cc target 2 its frozen and your DoTs from WS are gone (only last 6 seconds them DoTs)
then its easy to maintain 2 cc targets with traps
(note that unless I need to cc a caster I prefer old school trapping afteral old school was all about control)
lol Jan 19th 2011 7:13PM
You really should learn to grasp the difference between "you" and "your".
The lack of proper grammar makes one think you skipped elementary school to play on the interwebs.