Hunter’s Guide to 6.0.2

Posted: by Artemishowl

Welcome everyone!

We’re finally here, Warlords of Draenor pre-patch! This guide should hopefully prepare any hunter to help them out with their burning questions about what to do soon as the servers come up on patch day. There will be a lot of details and links to guides to other WHU parts too. This is your level 90 one month before launch helping hand, with information relative to the expansion but you’ll see some parts that will not be relative when you ding to 100 in November. Let’s start digging into the goods, shall we?

6.0.2 Changes

New character models, toy boxes, quest log improvements and so much more.
Let’s start with the basics. What you’ll be seeing Tuesday are quite a few new changes you may notice off the get-go. You’ll first want to check your talents and make sure nothing was reset. A lot of talents were changed and revamped. Ability pruning may also leave gaps in your bars as a lot of spells were refined or removed.

MM had major changes to its gameplay altogether and is actually doing pretty solid damage-wise at 90 alongside BM. Survival? Well, that’s another story; I recommend not playing Survival until level 100.

There will be a pre-patch event as well, UBRS will be revamped to level 90 and you can tackle the dungeon with the regular dungeon finder; Doing this dungeon will get you chances at 550 item level loot, a title, and a new pet! You may also notice when you queue, that there are new changes to the group-finder system; that has been refined for Warlords to make PuGing, or pick up groups, easier to find and do.


Gear Changes

Stat Squish

Come Tuesday, you may notice your health drop, your gear missing 0’s, and your DPS looking very…low. Don’t fret! While this may be a weird transition, a stat squish merely happened! In Warlords, the goal is to consolidate damage to a smaller number. Even though there’s fewer 0’s, you are still just as strong as you were when you first hit 580 item level.

Reforging is gone
For all hunters, this is insanely important–reforging is gone. Yes, no more reforging! No more having to tinker with your gear 4 times to make it viable with each other. With reforging removed, all of your gear will be reverted back to its original state.

Hit and Expertise Removed
This means no more fretting about getting your character to those appropriate 7.5% hit and expertise ratings anymore! This also means that any gear with hit or expertise will be converted into critical strike gear. All players now have 0% chance to be dodged and a 3% chance to be parried.

Agility Changes
Agility is now just a 1:1 ratio in terms of how it works, now it is just 1 point of Agility = 1 AP. This means you will want to change all of your gemming. Keep reading further in the guide for more information on gemming.

Secondary Stat Changes
Critical Strike no longer comes from Agility. Instead, we Hunters now have a baseline of 15% Crit across the board. Haste has been merged from spell haste, ranged haste, and melee haste into one cluster now, as well. These changes will greatly improve stat quality of life.

New Stats
While Hit and Expertise are gone; two new secondary stats will step up. Multistrike and Versatility will be seen in Warlords of Draenor. Versatility benefits players who are hybrid classes, more so than pure DPS classes because it increases healing as well as damage done. Multistrike will be very important for Hunters, this is a stat that gives all of your hits, abilities and even pet attacks a chance to roll twice for extra damage. The extra damage is about 30% of the original hit, which has a second chance to crit. Are you a mathematical wizard or just want to really understand more in-depth about how MS works? Please visit Delirium’s guide on Understanding Multistrike.


Profession Changes

What happened to synapse springs!? Well, with 6.0, all professions lose their professional combat perks. Nitro boosts will still exist, but you have to either use that ability, or use a DPS potion instead; they now share the same item family. This will open a window for anyone to pick their professions of their choice. For Warlords, you will only be able to wear 3 pieces of crafted gear at a time, not including weapon. This will make Leatherworking and Engineering our top pick for you to choose and we’ll have a guide for Hunters and Garrisons come close to launch with more reasoning behind this. For now, just keep what you have. Gathering professions will have more perks than Crafting professions. Warlords will offer new alternatives to leveling a profession quick.



New abilities are passively added into your spell books that increase a secondary stat in a way. These “attunements” were added for every spec; for Hunters they also will reflect how you will be prioritizing gear at 90 and even 100. Unfortunately for Survival, the lack of any MS gear makes this spec weak at level 90.

Marksmanship: Lethal Shots – You gain 5% more of the Critical Strike stat from all sources.
Beast Mastery: Animal Handling – You gain 5% more of the Mastery stat from all sources.
Survival: Survivalist – Increases the damage of your Multistrikes by 20%. After killing a target, you gain 15% health over 10 sec.


Ability Pruning

There were a lot of abilities removed in Warlords that will be important to highlight across the board. The most important thing to remember is that there will be no more Aspect of the Hawk. With that gone, the stance bar is removed, thus you will need to put Aspect of the Cheetah and Pack on your bars. Stances also now are on the GCD (Global Cooldown).
For a full list, check out our new and changed ability list here.

Ability pruning and refinement was used in Warlords to completely define the specs apart from each other. For example, with Serpent Sting being for Survival only, it complements the spec to look like the multi-dotting play style out of the three. Marksmanship feels exactly how it should – stand still act sniper-like. Beast Mastery still has its own flavor as a pet-handling specialization with burst. We’ll talk about the changes and briefly touch on rotations for tomorrow’s patch.


Spec Flavor of the Month

For 6.0, you will find either Marksmanship or Beast Mastery to be the strongest spec right now. With the above attributed links and information, we will discuss what talents and scenarios you should be playing either spec with. For Single Target or fights with 2-4 targets, we recommend MM. For fights with 4+ targets consistently, we recommend BM. With Siege, a lot of fights still have heavy cleave, so while Marksmanship will trump in those fields, you’ll still find Beast Mastery strong.
Marksmanship Single/Cleave Talents
MM talents

Beast Mastery Talents

BM talents

Remember that level 15 and level 30 can be the talent of your choosing!


Spec Rotations/Changes

For all specs, Barrage has taken over for single target purposes. It’s still a talent, and Glaive Toss is still decent, but Barrage will involve more skill cap as you will now need to Focus pool to 60 Focus every 20 seconds.

Beast Mastery

  • Rapid Fire, Hunter’s Mark, Serpent Sting removed.
  • Go for the Throat merged with Invigoration.
  • Frenzy merged with Focus Fire.
  • The Beast Within merged with Bestial Wrath.
  • Beast Cleave now allows pet Multistrikes to cleave as well.
  • Kill Shot improved to give back health if it kills the target.

Rotation: Same as usual, minus no more serpent sting. You may notice your opener macro will be more consolidated as a lot of CDs were removed or turned into talents. Hit your racial CD (if applicable), your level 60 talent, Bestial Wrath into Kill Command and into your priority shots. Focus Fire still should be used after BW’s duration or during BW if you are out of focus. Remember to Kill Shot when it’s up. The best thing you can do as a BM Hunter is to always make sure you’re pooling enough focus to hit Kill Command soon as it comes up. A tricky addition to the BM rotation will be pooling around 60 Focus every 20 seconds to get Barrage off. Some sims are suggesting Stampede or AMOC over Blink Strikes, but Blink Strikes is easier to manage as it’s less to worry about and it benefits your pet’s basic attacks as well give it a teleport to its target.
Level 90 Stats/Gems: Crit > Haste > Mastery, Red: Crafty Vermilion Onyx (10+ Haste, 10+ Crit) Yellow: Smooth Sun’s Radiance (20+ Crit) Blue: Rigid River’s Heart (20 Crit)
For more on the Beast Mastery shot priority for single target, and for AoE, visit our BM guide here.


  • Rapid Fire, Kill Shot removed.
  • Black Arrow resets when dispelled.
  • Improved SS is gone, and Cobra Shot no longer refreshes SS. Serpent Sting is applied and refreshed by Arcane Shot.
  • Explosive Shot now costs 15 Focus.
  • Lock and Load is baked into Black Arrow now. One proc guaranteed per Black Arrow duration.

Rotation: Survival lost its entire set of cool downs, therefore relying on the talent tree to change how the spec plays. We at WHU feel the spec is very weak in design, as Blizzard wants you to focus around Lock and Load, which is fairly weak due to RNG. Here’s how you should be playing Survival single target. Maintain SS up with Arcane Shot, put up Black Arrow, use Explosive Shot, your tier 60/75/90 talents and make sure to prioritize Lock and Load (should it proc) above all else. The rotation is very dull with the changes.
Level 90 Stats/Gems: Crit > Haste > Mastery, Red: Crafty Vermilion Onyx (10+ Haste, 10+ Crit) Yellow: Smooth Sun’s Radiance (20+ Crit) Blue: Rigid River’s Heart (20 Crit).
For more on Survival shot priority for single target, and for AoE, visit our Survival Guide here.


  • Rapid Recuperation, Mastery: Wild Quiver, Concussive Barrage, Steady Focus, Mastery Marksman, Piercing Shots – removed
  • New Mastery: Sniper Training
  • Arcane Shot removed for MM only – Aimed Shot as Focus dump.
  • Silencing Shot removed, replaced with Counter Shot
  • Rapid Fire now turns Careful Aim on as well.
  • Chimaera Shot name change and now hits two targets.

Rotation: Marksman has some major changes to it. The new mastery will require you to plan your steps ahead of time to ensure a good 80-95% uptime on the buff. With that said, you still will want to use Rapid Fire in your opener, as it will still be more useful than waiting till after the target is below 80%. Be careful with burning your CDs; your opener should be using Chimaera Shot and AMOC to try and proc TotH. By then, you can spam Aimed Shot only with TotH up. After 80% is done, you will want to then go into the regular priority list. Kill Shot when it’s up, Chimaera Shot on CD, AMOC, Glaive Toss / Barrage, Aimed Shot as a focus dump and Steady Focus for regen. However, go back to the Careful Aim rotation when you have Rapid Fire up later in the fight.
Level 90 Stats/Gems: Crit > Mastery > Haste, Red: Crafty Vermilion Onyx (10+ Haste, 10+ Crit) Yellow: Smooth Sun’s Radiance (20+ Crit) Blue: Rigid River’s Heart (20 Crit).
For more information on MM, the opener, and AoE, visit our Marksmanship Guide here.

I highly recommend getting used to MM as well. It will be very strong for Warlords, and it will be more challenging than before with being careful of movement, your Rapid Fire, and making sure that during Careful Aim you are doing what you can to utilize your Focus dumps.


New Raid Cooldown

Aspect of the Fox is back, and unlike how it was in Cataclysm, this is a cool down that will affect your entire raid. The ability is a three minute CD that when used, will let the entire raid cast on the move for six seconds! Solarflair will constantly remind players on the Hunting Party Podcast to work with your healers to utilize this cool down the most efficiently for a raid environment.


Traps and CC Changes

Quality of life improvements in the game have removed various abilities, including Scatter Shot, Silencing Shot, Concussive Barrage and Widow Venom. However, traps now can instant arm. In return, it appears traps are flying a little slower out of trap launcher than how they appear to in 5.4. Trap snaring now shares a DR with any other root diminishing return. Pets have lost all of their CC as well; however a couple pets still have 50% slow reductions, including Spiders and Silithids (Exotic).


New Pet Changes

There is a LOT of Hunter changes coming to the pets. For instance, all pets with CC’s have had theirs removed. We have a list of the removed pet CC’s here. In return, however, we now have pets that have a lot more utility, unique spells, and even new pet families sprouting in 6.0.
New Pet Families

New Non-Exotic Abilities
With 6.0, players will no longer need to play BM to have important raid utility pets with them. This allows players to play what they want if their group, or if they themselves, want to have one of the raid perks. It also truly turns Hunters into the Jack of all Trades! There’s also a few new pet-defensive CDs we’ll cover as well.

New Exotic Abilities
And as usual, Blizzard gave us a couple new BM only abilities that still will give the spec it’s perks.

  • Slow Fall– Your Rylak beats its powerful wings, slowing the fall speed of both itself and the hunter for 30 seconds.
  • Feast– The Devilsaur feasts on a nearby Humanoid or Beast corpse within 5 yards, healing it for 20% of its maximum health and restoring 20 Focus over 6 seconds. (Devilsaurs)
  • Molten Hide– When the Core Hound takes melee attacks, it infuses its hide with molten lava, causing 0 to 2 Fire damage to all further melee attackers for 10 sec. Molten Hide can only activate every 60 sec. (Core Hound)

And for a lovely chart of all the pet changes, please head on over to our pet changes guide here.



There are a lot of glyph changes. Some glyphs can’t interact with each other anymore, radically modifying what you can choose for your three major glyph slots. For example, you can’t use Glyph of Deterrence and Glyph of Mirrored Blades together anymore. I highly recommend giving our new and improved updated glyph guide a visit here. For now, here’s a list of brand new glyphs added in Warlords of Draenor:

  • Glyph of Play Dead: Your pet also plays dead when you use Feign Death.
  • Glyph of Quick Revival: Your Revive Pet is now instant but costs 80 Focus.
  • Glyph of Snake Trap: Your Ice Trap is replaced with Snake Trap. Venomous snakes released by the trap will poison nearby enemies with a Crippling Poison that reduces movement speed by 50% for 12 sec.
  • Glyph of Misdirection: When you use Misdirection on your pet, the cool down on your Misdirection is reset.

As usual, until you hit level 100, stick with the glyphs you have for now. Animal Bond, any Disengage glyph and any Deterrence glyph will do the trick. At level 100, if you go with Lone Wolf, replace Animal Bond with another glyph of preference, Marksman will probably favor Chimaera Shot, and Survival can pick any survivability glyph of their choice.



We want to make smaller, individual guides for leveling and more level 100 stuff along the way to 6.0. For now, we really hope the guides we have here at WHU that have been updated, reviewed, and edited by Aldarana, Artemishowl, Azortharion, Delirium, Dyveriate, Foxÿ, Miava, Shoot, and Solarflair are found useful for every Hunter out there. For a full list of guides, please visit the directory here. We’re ready to share what we know with you. If you have any information to share, please email me at Please post any comments, questions, and anything else in the comments below. Let’s go, 6.0!

Outside help and credit:,,,

Facebook Twitter Snailmail

Bamboo Keyboard

Posted: by Frostheim

Bamboo keyboard and mouse!Source: World of Bamboo

Pardon the interruption here, but this is totally something I wish I had seen during Mists of Pandaria! A bamboo keyboard and bamboo mouse! Perfect for MoP leveling and farming. Actually, scratch the mouse, I don’t think I could play anymore with just two mouse buttons. But the bamboo keyboard is still badass, assuming it works at all well.

So what would the perfect Warlords keyboard be made out of? Minions?

Facebook Twitter Snailmail

With Warlords of Draenor upon us in a little under a month; the solo’ing section of WHU will be updated to provide you with the best and latest up-to-date information on solo’ing. This overview will contain basic information covering optimal solo’ing talent choices; glyphs; basic strategy; and advanced strategies; as well as individual boss strategies in the future.

For more WHU Warlords of Draenor guides, visit the guide page.

The Basics: Glyphs, Pets, Talents

Talents and glyphs will vary from fight to fight depending on the boss you are attempting to solo and the mechanics behind it; but when it comes to essential talent choices and glyphs a lot of general hunter solo’ing strategy is similar if not identical.

Essential Talents; Spirit Bond, Adaptation
Overview on Talents; Beast Mastery remains the go-to spec for solo’ing for several reasons. The Level 100 talent Adaptation gives your pet essentially all 3 pet specialization’s abilities (Ferocity/Tenacity/Cunning) wrapped into 1 spec. Beast Mastery also allows the control of exotic pets; more importantly  the control of spirit beasts which provide a little extra healing should the encounter call for it via Spirit Mend.

Essential Glyphs; Glyph of Mending, Glyph of Misdirection, Glyph of Animal Bond.
Overview on Glyphs; Glyph setup remains nearly identical to how it was in Mists of Pandaria; your top 3 choices for general hunter solo’ing consist of Glyph of Mending Glyph of Misdirection  and Glyph of Animal BondGlyph of Mending allows you to keep your pet alive significantly easier; Glyph of Misdirection allows your pet to maintain threat throughout the encounter; and Glyph of Animal Bond will aid you in increasing your Spirit Bond tick heals for you and your pet; as well as further increasing your mend pet‘s healing output even further.

Essential Solo’ing Pets; Shale Spider, Spirit Beast
Overview on Pets; The shale spider is the top choice as a hunter solo’ists pet in Warlords of Draenor due to it not only providing Stats/Crit but also having a powerful defensive CD Solid Shell In the past the turtle was a more optimal choice; however the turtle does not provide any buffs in Warlords of Draenor; and only has the same defensive CD as the Shale Spider; therefore; A pet that provides 2 buffs and has  1 defensive > Pet that provides no buffs and has 1 defensive. The Spirit Beast remains a powerful alternative choice for bosses that may not hit your pet as hard; but may require extra healing towards the hunter by utilizing Spirit Mend.

Now that we’ve discussed the basic hunter solo’ing concepts a bit; let’s move on to important changes in Warlords of Draenor to hunter solo’ing;


Changes to Hunter Solo’ing in Warlords

To truly get a grasp of what our solo’ing capabilities are like in Warlords of Draenor; examining what we’ve lost and what we’ve gained and making a comparison will allow us to examine hunter solo’ing a bit more in depth.

What We’ve Lost

  • Cower is no longer in the game.
  • “Stable Stacking” is longer in the game. Pets no longer have separate CDs on abilities such as Last Stand/Spirit Mend./Solid Shell. In Mists of Pandaria you were able to cast any of these pet spells; dismiss that pet and call a separate pet of the same type and chain spells like these; an advanced solo’ing tactic commonly referred to as “Stable Stacking”

What We’ve Gained

  • Kill Shot now heals the hunter for 15% if the target is killed by this ability. This may not sound like a lot; but when attempting to solo fights containing lots of low health targets that die quickly this can be extremely potent when used correctly; though it is certainly situational.
  • Adaptation as mentioned before is a fantastic new talent for solo’ing. Not only does your pet do its full damage potential; it retains tenacity pet abilities; specifically the powerful Last Stand
  • Glyph of Quick Revival; An interesting glyph that has some situational solo’ing uses.

Overall losing stable stacking definitely hurts our solo’ing capabilities tremendously; and though the compensation for losing this tactic may not necessarily be equal; extreme hunter solo’ing is still very much alive and with it comes more advanced tactics and gameplay.


Advanced Hunter Solo’ing Concepts

I’ll start off by discussing some older but still extremely useful tactics that even other classes can utilize to their advantage when solo’ing; these are situational tactics; but in many cases (often by accident) are discovered and allow us to solo what was otherwise thought “impossible” I’ll then move onto some more hands on tactics that specifically apply to the hunter class and are new concepts implemented in Warlords of Draenor via spell changes or gameplay changes.

“Dummy Tanking”
Often times a boss will cast an ability that either causes loss of control of your character which can reset an encounter; or does something that will inevitably kill your character (debuffs/certain spells etc) A lot of fights are programmed in such a way that the main threat target (the tank) will usually not receive said mind control/debuff/etc. By being the boss’s main threat target instead of your pet when certain specific abilities go out; these abilities are altogether negated entirely; allowing you to overcome a fight. A few examples of this concept are Cho’gall’s Mind Control Mechanic; and Sinestra’s Wrack mechanic. By being the primary threat target at the time either of these example abilities go out; you do not receive said mind control/wrack debuff. Be creative with this; you never know what ability you can entirely negate by making yourself the main threat target over your pet.

This is a fairly simple concept but it is important to experiment and play around with. Simply put; a lot of times if you are a very large range (i.e. 60+ yards) outside the boss you are attempting to solo (room size/encounter depending) some bosses will altogether not cast abilities that would otherwise kill you. This same concept can be used in tandem with feign death to avoid various boss abilities altogether. This is fairly situational; but again experiment with this when trying to solo different bosses; you never know when you might just accidentally find an ability that can be ranged or feigned and negated altogether.

“Space Utilization”
Another older but still useful concept; think of any fight where a boss hits hard and applies for example a stacking debuff. This debuff may not kill your pet immediately; but as the fight progresses your pet is eventually going to die even if you keep mend pet up optimally. Revive pet is an extremely fast cast; so by putting yourself fairly far away from the boss you are trying to solo and gauging when your pet is close to near death; as long as you can get Revive pet off after your pet dies; then quickly Feign Death/Misdirection before the boss reaches you; this can be extremely useful. This tactic depends heavily on the room size of the boss you are attempting to solo and works better on slower moving bosses.

Sometimes when you are solo’ing a boss your pet is near death; but you have for example your pet’s Solid Shell CD up in 2 or 3 seconds and that will hold your pet over if it can just live that much longer.

The following macro can be used to rapidly get your pet to come towards you; sometimes so rapidly that it will in fact dodge one or multiple boss swings altogether; buying you that extra 2 or 3 seconds your pet needed to gain Solid Shell again and not die. This macro is also especially useful for rapidly positioning a boss in a specific position you need it to be in. Just put yourself where you want the boss to be and use this macro to take your pet there:

/cast Master’s Call

“Quick Rez/Space Utilization 2″
Sometimes for whatever reason that 3 seconds of space to cast Revive pet you need between yourself and the boss you are trying to solo just isn’t quite cutting it. This is a new concept introduced with the new glyph; Glyph of Quick Revival. This glyph essentially serves no purpose in PvE raiding; but in solo’ing it definitely has some situational uses.  If you keep yourself hovered at 80 focus on harder hitting bosses with rooms that don’t give you enough space to get that Revive pet cast off; this is the ticket to living forever. Often times you won’t even have to Feign Death after getting this off if you can dump enough threat quickly into the freshly rezzed pet; thus saving yourself a valuable Feign Death you might need in the next 30 seconds of the fight.

Now that Kill Shot provides a 15% heal each time you kill a target with it; it’s opened some interesting doors on solo’ing various encounters. Think about any fight where there are lots of low HP adds that aren’t of great priority to you or your pet living. Often times you can hold onto adds like these; get them into Kill Shot range; Kill Shot 1 to heal yourself for 15%; wait for Kill Shot to come off CD in 8 seconds; then Kill Shot another to keep yourself healed up. This concept is incredibly useful in any fight with a lot of adds and has endless possibilities for hunter solo’ing in the future.

That concludes the general basics of hunter solo’ing in Warlords of Draenor; some thoughts on how we are now as solo’ists as opposed to in MoP, as well as some solo’ing tactics that are somewhat lesser known; but still essential to add to your solo’ing toolkit.


Facebook Twitter Snailmail

Hunting Party Podcast Reminder!

Posted: by Artemishowl


Good morning/evening WHU!

Coming up at 9am central/10am eastern is episode #202 of The Hunting Party Podcast!

This week we want to go over some last minute things about level 100 hunters and what to expect with Tuesday’s patch arrival, among other topics. We’re going to catch everyone up with what’s going on around the world of Hunters as well as answer all of your questions as usual. Please tweet us @HuntingPartyPod if you still have some last minute questions for the Podcast, as we want to make sure everyone gets those aching hunter questions out of the way for Warlords!

In case you need to catch up on previous episodes, check out the HPP website here:

Also tune into our LIVE twitch channel in the morning!

Watch live video from HuntingPartyPodcast on

Starring your usual cast, Solarflair, Darkbrew, Bendak, Delirium and myself, with moderators including Alisaunder and Synthparadox. Hope to see you all there! #TeamHunter!

Facebook Twitter Snailmail

Comments Off on La rotación cambiante de Puntería
reviewed and accurate
Reviewed 5/01/2015
Patch 6.1

Encuentra otras guías para cazadores de WoW WHU. Actualizado para el parche 6.1.
Traducido por Maaruh

Esta guía cubrirá la rotación de disparos óptima para Puntería para nivel 100 en Warlords of Draenor (WoD). Cubriremos ambos, daño a un solo objetivo (UO) en bandas y área de efecto (EdA)/calabozos.

Los cazadores ya no tienen una rotación fija como en los días de antaño, en vez, usamos nuestros disparos basados en un sistema de prioridades; tomando decisiones a medida que vamos jugando acerca de si guardamos enfoque para el disparo insignia de Supervivencia, o usarlo rápidamente antes de que tengamos mucho, y usando diferentes disparos con diferentes tiempos de reutilización.

La rotación cambiante de Puntería

A diferencia de las otras especializaciones para cazadores, Puntería usa dos rotaciones de disparos distintas. Una durante el primer 20% de la pelea y durante Fuego Rápido, mientras el beneficio Afinar la Puntería está activo, y una rotación distinta durante el resto de la pelea, cuando no tenemos el beneficio de Afinar la Puntería.

Para comprender mejor la Maestría de Puntería: Entrenamiento de Francotirador, mira la guía que hizo Delirium Guía para Entrenamiento Francotirador aquí (en inglés).

Prioridad de disparos UO

Prioridad de disparos para Puntería durante el periodo de Afinar la Puntería (El objetivo está >80% de salud y durante Fuego Rápido):

Mientras el jefe está por encima del 80% de su salud, la rotación para Puntería se beneficia enormemente de Afinar la Puntería. Por esta razón ignoramos la mayoría de nuestros disparos para usar Disparo de puntería y sacar provecho del daño de sus críticos.

A diferencia de NdP (Nieblas de Pandaria), no tienes que empezar tu rotación usando todos tus tiempos de reutilización. Habrá alguna variación en tu rotación dependiendo de la duración total de la pelea, pero en general, vas a empezar pre usando Lanzar Guja desde una distancia razonable, después usar tu poción para Disparo de Quimera y Bandada de Cuevos para usar algo de enfoque y con suerte activar Emoción de la Caza. A continuación, usa Fuego Rápido y durante su duración tu prioridad será simplemente:

  • Disparo de Quimera cada vez que esté disponible
  • Disparo de puntería apenas puedas

Durante Afinar la Puntería vale la pena tener en cuenta que con EdlC (Emoción de la Caza) activo Disparo de Puntería de vuelve neutral en enfoque. Esto es dado a que Disparo de Puntería casi siempre va a ser crítico y va a otorgar 20 enfoque (28 con el beneficio del tier) de los 30 que cuesta usarlo, los otros 10 enfoque se regeneran pasivamente en el tiempo de uso. Para el resto del periodo de Afinar Puntería, tu rotación será esta:

  • Disparo de Quimera
  • Estampida/Bandada de Cuervos
  • Disparo de Puntería
  • Disparo Firme/Disparo de Enfoque cuando necesites regenerar enfoque

Nota que dado al beneficio de disparar la mayor cantidad de Disparos de Puntería durante Afinar la Puntería, y usar Fuego Rápido cuantas veces puedas, aun así tu banda use Heroísmo/Ansia de Sangre al iniciar la pelea, debes usar también Fuego Rápido.

Prioridad de disparos para Puntería después de Afinar la Puntería:

Una vez el jefe está por debajo del 80% de su salud, usamos prioridad de disparos normal que es más complejo.

  • Disparo Mortal si está disponible
  • Disparo de Quimera cada vez que esté disponible
  • Bandada de Cuervos cada vez que esté disponible
  • Lanzar Guja
  • Disparo de Puntería cuanto tienes exceso de enfoque
  • Disparo Firme/Disparo de Enfoque cuando necesites regenerar enfoque

Es importante recordar que si bien Lanzar Guja es por lo general preferible a Tromba en UO (porque no usa enfoque que puedes usar en Disparo de Puntería), si hay mobs ocasionales, vas a querer usar Tromba. En ese caso, tendría una mayor prioridad que Disparo de Puntería (cuando no estás en Afinar la Puntería), pero no debe ser más importante que Disparo de Puntería cuando EdlC se activa, a no ser que haya múltiples mobs.

Prioridad de disparos EdA (2-5 objetivos)

Siempre y cuando haya menos de 6 objetivos, debes seguir usando tu rotación de UO, pero dándole prioridad a Tromba. Esto, dado a debilidad de Multidisparo y Bombardeo, y la relativa fuerza de Disparo de Puntería cuando se usa Lobo Solitario. El otro beneficio de seguir esta prioridad es que Disparo de Quimera duplica su daño cuando hay un segundo objetivo cerca, entonces el beneficio de 30% sobre este disparo cuando se usa Lobo Solitario suministra una cantidad significante de daño EdA. Es bueno usar Tromba para peleas que tiene mobs así no estén presentes siempre durante el encuentro. Si no hay mobs, Tromba solo de ser usado antes de Disparo de Puntería cuando EdlC no esté activo.

Prioridad de disparos para Puntería durante el periodo de Afinar la puntería:

Durante el Afinar la Puntería inicial,  no vamos a cambiar nuestra rotación significativamente, sólo pondremos Tromba como nuestra mayor prioridad. La lista de prioridades en disparos será:

  • Tromba
  • Disparo de Quimera
  • Disparo de Puntería
  • Disparo Firme/Disparo de Enfoque

Nota que cuando el jefe está por encima del 80% de su salud, sólo deberías tener la oportunidad de usa Bandada de Cuervos una vez. Sólo vas a querer usarlo cuando inicie la pelea, mientras que tus dos abalorios están activos y tienes el efecto de tu prepot.

Ten en cuenta que esta lista de prioridades de disparos no representa tu rotación inicial. Si puedes usar Tromba, pero no todos los adds están afuera aún, vale la pena que la conserves hasta que la mayor cantidad de adds salgan.

Prioridad de disparos para Puntería después de Afinar la Puntería:

La única diferencia entre la rotación durante y después de Afinar la Puntería, es que vas a estar usando Bandada de Cuervos cada vez q puedas y cuando sea apropiado, Disparo Mortal.

  • Tromba
  • Disparo de Quimera
  • Disparo Mortal cuando esté disponible
  • Bandada de Cuervos
  • Disparo de Puntería
  • Disparo Firme/Disparo de Enfoque

Prioridad de disparos para Puntería para grandes grupos de mobs:

Puntería no está optimizada para daño EdA, y la mayoría de lo cazadores van a querer usar otra especialización si hay una porción de la batalla que involucre gran daño EdA. Sin embargo, no es raro que un cazador Puntería optimizado para daño UO necesite hacer daño EdA ocasionalmente. La única ventaja que tiene Puntería para hacer daño EdA es Bombardeo, que baja el costo de Multidisparo después de su primer uso (sí es crítico) a 25 enfoque, además de incrementar su daño en 60%.

La rotación de prioridades para Puntería es:

  • Tromba
  • Disparo de Quimera
  • Multidisparo
  • Disparo Firme/Disparo de Enfoque

Bombardeo es frustrante, pero clave dentro de la rotación EdA de Puntería, y como su beneficio dura 5 segundos después de cada Multidisparo, el objetivo es mantenerlo activo todo el tiempo, intercalando Disparo Firme o Disparo de Enfoque y Multidisparo para mantener el beneficio activo y suficiente enfoque para usar Disparo de Quimera y Tromba cuando estén disponibles.

Dependiendo de tu situación, querrás usar Disparo Mortal. Por lo general esto funciona mejor cuando estas peleando contra pequeños grupos de mobs con mucha salud. El trash en las mazmorras usualmente estará muerto antes de que puedas usar Disparo Mortal.

El beneficio del daño EdA de Puntería es que puedes mantener todo el daño UO en tu objetivo principal. Eso significa que durante las bandas, vas a querer usar tu rotación EdA, incluso a expensas de perder un poco de dps.

Facebook Twitter Snailmail
Comments Off on La rotación cambiante de Puntería