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Basically, there are two viable hunter builds for raiding: MM/SV 2/31/18 (or rather 5/31/15... Here's a list of pre-raid hunter BiS items. Click to Play!

... I am wondering if there is any pre raid bis list available for hunters.. Troll hit cap is only 6% from gear if you're using any kind of regular bow (not.. Waist I would say is wrong, you would want Marksman's Girdle from Urok ... Click to Play!

DPS Marksmanship Hunter Best Azerite Powers, Traits and BiS Gear based on maximum simulated DPS at level 120. Updated for WoW Battle for Azeroth patch ... Click to Play!

In particular I'm looking for the stat weight numbers and knowing which relic abilities are preferred if comparing them at the same ilvl. I found Windrunner's ... Click to Play!


BiS MM Legendary List? - World of Warcraft Forums


DPS Marksmanship Hunter Best Azerite Powers, Traits and BiS Gear based on maximum simulated DPS at level 120. Updated for WoW Battle for Azeroth patch ...
BiS Gearing This part will cover the general to-do on gear, with preset BIS gears, gems, glyphs and talents setup. A) BIS Gear Lists:- 1) Head ...
We want to show you multiple ways to play that are also good.. You break out the champagne, go to equip the item and then Mr. Robot says…


⚔️ Classic WoW Hunter PvP Guide - (Specs, Items, Matchups, BGs, etc)


Marksmanship Hunter Gear, Tier Sets & BiS - Battle for Azeroth 8.2.5 - Guides - Wowhead Marksmanship hunter best in slot items


If you've experienced one slot, odds are good you'll be back for more... Welcome to our Marksmanship Hunter guide for World of Warcraft — Battle for Azeroth.
Sep 01, 2016 · Any slot stating "strongbox" means that the best gear comes from. MM Hunter BiS Gear The best gear on the list will usually have the highest.
Find the best gear and Legendaries for your Marksmanship Hunter in WoW Legion 7.3.5.Demon Hunter Best-in-Slot Thread - Diablo III Forums Recent Guides19 ...



Method Marksmanship Hunter Guide - BFA 8.1.5 - Gear And Azerite Traits


marksmanship hunter best in slot items
Trinkets 1T T24 Marksmanship Hunter. Trinkets % DPS Gain per Item Levels 355 395 400 404 410 412 415 420 424 425 430 440 445 2% ...
Every Monday and Thursday, WoW Insider brings you Scattered Shots for beast mastery, marksmanship and survival hunters. Frostheim of ...

marksmanship hunter best in slot items I decided to write up a guide due to all the questions in the gear controversy section asked to me or in guild chat during the period of some time.
This guide, focuses more on gearing, gemming and other "passive" aspects of gameplay and only contains minor information about the actual gameply.
I'd like to thank flipsydes - forum name from and for playing together with me and experimenting some weird stuff with here and Darkenedhue - forum name from for teaching me some stuffs back in the days.
This guide is mainly built up using two valuable resources :- 1 2 I would love to have any reviews and criticisms too regarding the content of this post, any sort of criticism or suggestion that would lead to an improvement in the guide would be welcome as long as it does not create any drama too.
Also, I won't mind feedbacks about grammatical errors that could make it difficult to understand as English is not my primary language.
Frostbrood Sapphire Ring C Choosing Trinkets D 2 One-handed or 1 Two-handed melee weapon E Choosing a ranged weapon F Rimetooth Pendant vs.
C Enchants :- 1 Head - +50 AP and +20 Critical Strike Rating 2 Shoulders - +40 AP and +15 Critical Strike Rating 3 Cloak - +23 Agility, On-use Parachute 4 Chest - +10 All Stats 5 Bracers - +50 AP 6 Hands - +340 Haste on use for 12 seconds on a 1-minute cooldown 7 Belt - +1 Extra Prismatic Socket 8 Legs - +75 AP and +22 Critical Strike Rating 9 Boots - +24 Critical Strike Rating and "Greatly increased" 150% run speed for 5 seconds on a 3-minute cooldown 10 Melee Weapon - +110 AP : Great for an overall use, +140 AP against undead : For ICC and other instances with abundance of undead creatures 11 Link Weapon - +40 Critical Strike Rating D Glyphs :- 1 - Increases the duration of serpent sting by 6 seconds, hence increasing the damage of one of Chimera Shot's damage components, Chimera-Serpent.
Situational best, depending on fights.
Use either of the 3 glyphs based on preference.
My personal preference is Glyph of the Hawk.
Hunter's mark will increase the ranged attack power against the marked target from 500 to 600.
Beneficial if you are a low geared hunter and also using talent 3 to boost the DPS of other hunters in the raid.
E Professions :- 1 JC - Gives you 3 gems with extra stats +34 instead of the normal +20 giving a total of +42 extra stats.
The single profession with the highest static stats, JC is a certain must.
Another added extra of JC profession is that it allows you to exactly cap hit with a +34 Hit gem in BiS gear, bringing your hit up to 164, and hence not having to waste +6 hit or else be -4 to the hit cap, thus wasting valuable stats.
Engineering is more about utility, chiefly Nitro Boosts which increase the run speed by 150% for 5 seconds, which is certainly useful for both PvE and PvP situations.
Kiting oozes or LK or getting out of slime or fire, it is certainly a good thing to have.
After all, a hunter with slightly lesser stats is better than a hunter that is dead.
Also has cloak parachute enchant which combined with Disengage can really help "soar through" impossible distances if done correctly.
It also gives +24 Critical Strike Rating enchant on boots which is slightly superior to the +16 agility enchant and +23 agility enchant on back, which is +1 more than the normal enchant.
Mining gives +60 Stamina, which is again, not useful as a DPS stat.
It is NOT however so.
Tailoring replaces the Cloak enchant withwhich gives +400 ap for 15 seconds on a 45 seconds ICD.
This AP gain is modified to 440 AP due to the effect of Trueshot Aura.
However, JC would have provided +42 extra agility We are just assuming that we are not using the JC gem for hit, in which case stat gain will be slightly even higher and adding up the +23 that would have been lost if tailoring enchant as used instead, it brings the agility gain from JC at +65.
Buffed with GBoK and the MM tier 6 talent Combat experience, this translates as ~74 rounded off Agility which makes it superior to Tailoring.
Despite the AP gain, the relative benefit of having 2 AP never exceeds that of having 1 agility More on this is explained in the stats section and it also brings us to the conclusion that BS with slightly lower stats compared to JC 72 agility, again, rounded off also ends up being better than Tailoring.
Tailoring is still not totally bad, it can certainly be helpful in higher burst situations and if your procs line up.
However, because of the sheer superiority of Agility as a stat compared to RAP ensures that all conclusions on professions still remain the same.
F Talents :- 1 This is your primary "DPS" talent and good for overall use.
Use glyphs 12and 3.
Use glyphs 12and 3.
Use this spec if you are a low geared hunter to boost the DPS of other hunters in the raid and increase overall raid DPS.
Use glyphs 12 and 4.
G Best Pet :- Wolf :- 1 - 320 AP for 20 seconds on a 40 seconds cooldown to the hunter and the pet.
H Necessary Consumables :- 1 - +40 Agility for 1 hour, superior to the standard "Fish Feast".
Gear Controversies :- This part will cover commonly confused topics about hunters whether a certain item is correct for a hunter or not.
A Leather Item as a Hunter?
Leather Items are usually inferior to Mail items for a hunter.
Mail items give Intellect which translates to AP due to the MM tier 2 talent Careful Aim which converts 100% of your Intellect as AP.
In addition, intellect is also multiplied by GBoK and Combat Experience, and increases your mana pool, hence making mail items more valuable than leather items.
A rough benchmark that can be used is that a leather item is almost equivalent to a mail item that is one tier lower.
In fact, Frostbitten could have been slightly superior at all times in terms of DPS if not for its inferior sockets.
If we do, however, have to ignore the socket bonuses in both cases, or if you are really close to the ArP Cap, then Frostbitten could be superior.
RS boots, however also provide a bigger mana pool, so it can be superior in mana-intensive fights RS is such a fight for me especially if there are multiple low geared alts, in p3 the Rets are inside the twilight realm and I tend to go out of mana sometimes in the Physical realm.
Leather gear should usually be left to other classes that use leather, except if there are no other classes that need it.
The hit cap on molten previously used to be 8.
Hence, Signet of Twilight used to be the BIS item.
However, it en los casinos las elecciones abren no longer the case as the hit is fixed and correctly capped at 8% 164.
This leads to Frostbrood Sapphire Ring being the new BIS instead of Signet of Twilight.
However, some people, like those who have only recently returned to the game and are unaware of this still assume Signet of Twilight to be BiS.
Let us assume an arbitrary item that is not a ring with two sockets.
Let us also assume that we are at 1300 ArP and hence not capped for ArP.
Now we have 3 total sockets including the one in the rings themselves.
When using SOT, the 3 sockets are gemmed with ArP which leads to the maximum stat gain at this level of gear and when using FSR, they are gemmed with 2x Hit gems and 1x agility gem An agility best online live dealer casinos does not give the maximum stat gain but I am assuming it for the sake of the example.
It is entirely possible that FSR would place well best free video poker trainer something a bit above ArP cap In fact, it does.
Hence, FSR is slightly superior.
C Choosing Trinkets WFS or Banner of victory?
STS and DBW are the uncontested best trinkets, but what about the others?
A question faced by many hunters, usually when close to the ArP cap is whether to use WFS or Banner of Victory.
I too have been guilty of using Banner of Victory in the distant past despite possessing a Whispering Fanged Skull.
Most hunter guides tend to treat ArP cap as a priority stat to the point that it almost makes you believe that that other stats do not exist or are entirely pointless.
The stat weightage of ArP at this point relative to ranged attack power is 4.
At 1397, it increases to roughly 4.
Even taking link latter value of 4.
Even just the passive crit from WFS HC is superior to Banner of Victory's passive ArP even if it that ArP puts you at the marksmanship hunter best in slot items cap.
Hit trinkets like of Supremacy and are superior if you are low on hit and would fall roughly behind Herkuml War Token but be superior to even Deathbringer's Will.
Also, ArP trinkets such as STS, DBW, Banner of Victory and ArP on proc trinkets such as from PoS HC fluctuate in their values, and can not always be compared accurately or even as accurately as the last list was possiblehowever, STS and DBW are always decent trinkets at any gear level and should be coveted by any hunter.
Banner of Victory is roughly equivalent to Mirror of Truth at around 500-550 ArP, and its value is lower when you are below that more info />Needle-Encrusted Scorpion has a powerful ArP proc which procs for 678 ArP.
Needle Encrusted Scorpion is an "okay" trinket if you do not have anything else, and if the ArP gained from it is not wasted by exceeding the cap.
D 2 One-handed or 1 Two-handed melee weapon?
As a ranged DPS class, choosing either option does not matter, however, Two-handed weapons usually offer more stats and are preferred over One-handed weapons.
For example, gives more stats than 2x despite being the same iLvL.
However if you get a higher stat gain compared to your current weapon, using 2 one-handed weapons is fine too.
Also, 2 one-handed weapons can be enchanted with +65 AP enchant for a total of +130 AP.
For all these weapons, they are measured on a hunter lacking the exact amount of stat that they possess.
They are assumed to cap hit or ArP, depending on what stat they provide.
Weapons with ArP are capped to hit with hit gems and weapons with hit are capped to ArP with ArP gems, weapons without hit or ArP are capped with hit and ArP gems, not additional ones but just substituting the existing Agility gems with ArP or Hit as appropriate.
This order is generally true for the given races of hunters except for in some rare cases.
Explanation :- The value of ranged weapons differs depending on the race being troll or orc or a race that isn't either of them because of the racial bonuses of those classes.
Dwarves gain 1% extra Critical Strike rating when using guns due to their passive racial and Trolls gain 1% extra Critical Strike Rating when using bows due to their passive racial.
The primary DPS stat for a hunter is Ranged Weapon damage and this list normally follows an order based on it except when there is a significant loss of stats.
Other questions:- I But Doesn't Zod's Repeating Longbow suck?
It was relatively weaker stats, however, it is still worth picking up over any 251 iLvL bow.
I have seen hunters with iLvL 232, 239 and 251 weapons refuse to roll for Zod's Repeating longbow.
Despite the poor stats and weak proc, Zod's Repeating Longbow is still superior to most lower iLvL weapons by virtue of its weapon damage.
II Isn't Rowan's Rifle of Best free texas holdem Bullets a tank gun?
Rowan's Rifle of Silver Bullets is indeed a tank gun with "tanky" stats, however, it offers excellent ranged weapon damage and as illustrated by the lists above, it is the best DPS weapon you can get until you enter ICC.
Do not be dismayed by people calling you "n00b" but trump them with your superior DPS.
In terms of Stat Weightage Rimetooth Pendant is slightly; by a small amount, ahead of Sindragosa's Cruel Claw at some levels of gear whereas Sindragosa's Cruel Claw is ahead in others, also, the balance could tip in either neck's favor as to which lets you approach the ArP cap with the minimum loss of stats too.
Use either one, it is entirely preferential.
Personally, I use Rimetooth Pendant because of my obsession with having a 0 haste hunter.
Simple explanation of damage increasing stats:- 1 Hit Rating - Reduces the chance that your shots will miss.
The cap is 5%+ 3% with talents, at which none of your shots will miss.
A Relative Stat Weightage of various stats I will be using a spreadsheet tool called Rawr to evaluate the result of stat upgrades and observe multiple scenarios:- I In the first scenario, let us imagine an insta-80ed hunter with the starting bow.
Let us evaluate the hunter's DPS gain per point of stat he gains.
This is a completely pointless illustration, but I just wanted to stress how no stat is dynamic and seemingly useless stats like Mp5 can actually be beneficial at some point.
This is because the hunter has a small mana pool to cast shots that it makes Mp5 a valuable commodity, at realistic gear levels Mp5 will cease being of value and at any levels of gear the usage proper of Aspect of the Viper will make it a pointless stat.
II Let us imagine a second, more likely scenario.
A hunter best bet poker results the following gearset :- 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 No gems or enchants, and the hunter needs to decide what to gem and enchant.
With this gear the hunter has the following stats :- 1 Agility - the best way make money roulette your 2 AP - 6793 3 Hit - 4.
Now, according to Rawr, on a 120-second fight, with no buffs but self-buffs and a Retribution paladin's Judgments to keep intellect from being the priority stat due to having mana problems.
The DPS gain for this hunter with this gearset per point of a stat gained as calculated by Rawr read article as follows :- 1 Hit Rating - 1.
Now, the given arbitrary hunter wants to start gemming with his Ashen Band of Endless Vengeance.
A choice can be made by comparing the relative DPS gain from the stats.
Because these stats are so high up the ladder he can choose to gem either hit, crit, agility or ArP.
The socket is yellow and the bonus is +4 agility.
You get 4 extra agility from the socket bonus.
So the total DPS gain in this case is 1.
Let's say the next item to gem is Rimetooth Pendant.
Let us evaluate the possible gem combinations we could do.
We have already concluded that extra hit is wasted and since we are at 1 below the hit cap, we could gem either agility, ArP or crit, which are the top three damage stats.
III Let us consider a third scenario of a near BIS hunter.
Now, the DPS gain for the hunter at 1380 ArP per point of stat changes are:- 1 ArP - 2.
The reasons for this are discussed in later sections.
Section-conclusion:- 1 Different stats have different priority at different gear levels, however at almost any gear level, Agility, ArP, and Crit are the most important stats.
A raid composition with sufficient source of mana replenishment is important for a hunter to minimize Aspect of the Viper usage, and hence, maximize DPS, as hunters do not ideally gem for intellect.
B The dynamic nature of ArP ArP or Armor Penetration is one of the most dynamic, beautiful, mysterious and usually confused stat for a hunter or any other physical DPS class in general.
The reason why the value of ArP varies so much compared to other stats which stay more or less the same is because stats like AP provide a linear gain whereas ArP is multiplicative in nature.
To illustrate this let us compare it to a real-life scenario first and evaluate ArP and RAP with an analysis of how armor works in more mathematical detail later.
Imagine you have 100 dollars.
Now a person comes up to you and offers you unlikely to happen in actual real life either 200 dollars more or to give you 10% of the amount you have.
Imagine the same person approaches you with the same offer but that you have 10000 dollars.
Now you could choose 200 dollars and get it or more wisely choose the other option because 10% of 10000 is 1000 dollars which is significantly greater compared to 200 dollars.
Now imagine a third scenario where you have 2000 dollars.
In this case choosing either option won't matter as the gain will be the exact same or 200 dollars.
The first scenario can be compared to a hunter with already low AP and low armor penetration, the second for a hunter with already high AP and armor penetration and the third is a threshold point which also exists when talking of AP and ArP.
Now, for the mathematical analysis of this for a hunter:- ArP is a seemingly simple to understand stat because of the way it seems to work.
The ArP percentage is 1% effective ArP gain per 14 points of ArP rating.
The ArP cap is 1400 at which you get the enemy armor reduced "upto 100%" according to the tooltip, and this is where the confusion begins to start.
The enemy armor is not, always reduced by 100% but by much lesser in some cases.
In the cases of Wrath of the Lich King bosses, the armor is 10643 for level 83 shown by a skull level bosses.
C is a constant which is 15232.
Now, using this formula, we can obtain that the maximum value of armor reduced by 100% Armor Penetration is 8625.
There are other sources through which Armor can be reduced further but we will assume no such sources are in play here.
Also, note that all mentions of damage henceforth until the Aimed shot damage formula refers to the damage of an individual shot that is physical damage and hence affected by ArP.
From this we can calculate that going from 0% to 100% ArP, your damage would increase by an additional 50.
If your shots were doing 10000 damage before, with 100% ArP and the same quantity of other stats, they will now be doing 15000 damage.
Let us assume two scenarios of having 0 ArP and 1386 ArP and having 1 gem socket which we decide to gem with 14 ArP bringing the ArP to either 14 or 1400.
In the case of 0 ArP, the damage reduction by the boss is 41.
Now let us analyze the value of the +14 ArP just gained.
The effective armor on the boss when having 14 ArP can be calculated to be 10556.
The effective armor on the boss when having 1386 ArP is 2104.
In these two examples, we have observed that the increment https://healthcareinsuranceplan.info/best/best-payout-slot-machines.html 1 percentage of ArP for the last point is much valuable than that for the initial one.
The damage reduction in the two cases differed by 0.
In the latter case, it is more than double to that of the initial one.
The presence of a warrior and feral druid casting Sunder Armor and Faerie fire https://healthcareinsuranceplan.info/best/best-poker-real-money-app.html reduces the Armor on a boss to zero at full ArP.
This enhances the value of ArP at any level but the relative difference between the value of ArP will slightly widen between the earlier and final points of ArP.
Now, at this point that we have obtained these numbers, let us take a hunter Aimed shot for example.
His aimed shot damage will be equal to 708.
An increment of 28 AP by gemming it would make this 713.
The damage reduced due to the boss' armor makes this to 416.
Again, let's assume that he had decided to gem instead for 14 ArP.
As calculated before the damage was 708 and the addition of 14 ArP gem would cause the Aimed Shot to actually hit for a value of 418.
It can be observed that gemming AP is clearly the way to go at this point of gear.
Even if the hunter had had 1386 ArP and 1400 ArP as in an earlier example, ArP would not have been a preferential stat over the AP as the return would still be lower.
Now let us assume that a hunter has 10000 AP and still magically, 0 ArP, with the same weapon damage and ammo damage.
The aimed shot raw damage will be 2508.
An increment of 28 AP would increase it to 2513.
Damage reduced due to armor on the boss would make these values as 1474.
If he had gemmed for the 14 ArP instead his damage would have been 1481.
This is the exact same scenario discussed in the money example.
Most of these are unlikely examples but help paint a better picture to more easily grasp the concepts mentioned.
Section-Conclusion:- The observation of formulas and the maths that was done can let us arrive at the following conclusions:- 1 The value of ArP changes based on the amount of other stats you have.
At higher amounts of ArP, it gets more valuable.
Most physical shots require you to be still while casting, and hence if you move a lot, the value of ArP will decrease.
Arguably, they are two of the most important stats for a hunter.
It instead reduces the total armor on the boss before its interaction with ArP.
Some classes like Blood DK, however, have talents which are additive to their ArP, ie ArP cap for Blood DKs is 1260 and not 1400.
Conclusion on gearing :- 1 Critical Strike Rating is extremely valuable.
It almost approaches agility in terms of sheer stat weightage and firmly consolidates its position slightly behind Agility and ArP.
The only possible solution to find which stat is the best for you at a given gear level is to use a spreadsheet to calculate best possible gemming games best online slot gearing when you get a new gear.
It is worth using 1 Puissant Dreadstone which results in a greater overall gain of stats if only the socket bonus is +6 or +8, but it is also usually better finding an alternate gearing pattern by switching the JC bonus ArP and Agility gems around.
Do not ever gem or enchant for haste.
If that is the case, consider investing some points into Rapid Recuperation.
Points should be subtracted from improved barrage, improved hunter's mark or hawk eye for that purpose.
In the example above, at 667 passive ArP, ArP and Agility were really close.
The threshold point where ArP overtakes agility comes at around 700 passive ArP from gear, until then Agility is superior.
They click at this page pretty easy to make if you are an engineer which you should be or else also pretty cheap on the auction house.
General hunter playstyle :- This section will cover the general playstyle sorry, best casino near el paso texas join rotation of MM hunter in very short.
Rotation :- A hunter's DPS revolves around priority stats which are to be executed as soon as they come off cooldown.
Silencing shot does not consume a global cooldown and hence takes priority over every other hunter ability.
Rapid Fire and Readiness soon follow with Kill Shot, Chimera Shot, and Aimed Shot behind with Explosive Trap and Steady Shot as the filler spells.
Chimera shots should always be cast first in the cycle to ensure that it gets the benefits of Improved Steady Shot Proc rather than Aimed Shot.
In the first instance of the opener, however, I prefer to use Aimed first as I have had an instance of trinkets not proccing with the first autos and had to cast a Chimera Shot without trinket proc at the start of a fight!
Kill Shot takes priority over every other shot when it comes off cooldown after the boss reaches 20% once.
These are usually the procs you see as a hunter on you.
These procs not only increase your DPS, which is an obvious outcome of gaining them but also helps you to decide when to switch to Viper if you need to when they are not active so as to prevent the loss of damage casting shots in viper when you may have your most powerful procs aligned together!
When to drop Arcane Shot?
When to drop Arcane Shot depends on three vital factors, the damage it does when compared to Steady Shot, and, whether or not it consumes Improved Steady Shot or Rapid Killing or both of the procs.
Arcane Shot can be used as long as it does more damage than Steady Shot and in a way that it does not consume the Improved Steady Shot proc or during a fight requiring heavy movement.
When is Steady Shot better than Arcane Shot?
Most people wait to drop Arcane Shot until it has identical damage compared to Steady Shot.
This is usually a wrong practice because Steady Shot brings multiple benefits to the table, one of them is the Improved Steady Shot proc and another is Piercing Shots on crits.
So, even when Arcane Shot's damage is still more than that of Steady Shot, in essence, Steady Shot crits could still be doing more due to piercing shots.
Since Piercing Shots does 30% of the critical damage done by Steady Shot, it is counted as a Crit Multiplier and added in.
A rough formula marksmanship hunter best in slot items be used for determining when to drop Arcane Shot and use only Steady Shot in your rotation.
Arcane Shot Non-Crit Damage 1 + 1.
We are assuming that if you have 50% Critical Strike Rating, exactly 50% of the will be crits no matter whatever number ideally even of shots you fire.
And that exactly 15% of times Improved Steady Shot will proc.
For every 20 shots, Improved Steady Shot will proc three times.
Please note that the theory of large numbers may not and usually will certainly not hold true for a small sample space ie.
You can not cast steady shots when moving, whereas, Arcane Shot is an instant cast and it may still be helpful when you are in situations where you need to move a lot.
How to track cooldowns, procs and buffs?
Recommended addons :- Powerauras Classic, Heatsink, Quartz, Omen3 Powerauras Classic helps you track your individual pros and buffs.
Heatsink displays the cooldowns on all spells, trinkets, marksmanship hunter best in slot items etc.
Quartz shows you the current cast bar, GCD bar and the auto shot timer.
Omen3 shows the aggro on the current target.
The 2p-t10 Serpent Sting Refresh The proc from the tier 10 2pc bonus, Exploit Weakness also buffs the damage of Serpent Sting permanently if it is casted while the proc is active.
Generally, this is not as much of an increase as it may seem as it does not, however, buff the Chimera-Serpent portion of Chimera Shot's damage, and using that GCD to cast another steady shot might be more beneficial.
However, in the event of a 2p-t10 proc very early into the fight, it can be worth manually refreshing serpent sting on the boss, and would translate as a slight DPS increase.
Even better would be if Culling the Herd and Tricks of the Trade can also be aligned in time with such a refresh.
A lot of fresh material in here for some actual Hunter theorycrafting.
Someone who knows how to gear hunters instead of brainlessly copy pasting some BiS list of some guy who thinks he figured it out.
You forgot to mention Alchemy as a profession.
It yields you 82 extra attack power through Endless rage flasksas well as endless mana potions invaluable at the moment on Lordaeron, as mana is a big issue with t7 gear, and also considering how FD is glitched with potion CDs and 2 hour flask timers.
I also took the liberty to enter the Lordaeron PTR, and I can confirm that TSA modifies temporary attack power buffs, which means that the Tailoring enchant would give 400 + 40 AP over 15 seconds, which using your math means that you're looking at 146,6 which will be rounded up to 147 passive AP, assuming it procs perfectly of course.
I only use it for general purposes, really.
This I can't be too sure off though.
I would still pick BS over Tailoring any day either way, seeing as you get to pick the stats you put in the sockets which means more utilitywhereas you only get to choose AP when using Tailoring.
Final EDIT: Decided to read through more of your guide great writeup, by the wayand noticed that you included equivalence points based on calculations you had done with Rawr.
This can only confirm what I suspected, and as such even despite how TSA affects the Tailor enchant you made the right conclusion.
I still believe that if you are dealing with tier 7 level gear you can consider Tailoring superior to BS in terms of raw DPS gain though.
Simply because you don't get those nice +20 agility gems, but have to deal with +16 ones instead this is, of course, only true on Lordaeron.
If you play on a 'true' 3.
So really, you can go back and forth on this, but unless you have any specific reason to want to pick up Tailoring, you really shouldn't bother doing so when you have things like JC, Engineering, and BS instead.
Also, Rawr already includes TSA and other modifiers for agility which makes Tailoring still trails way behind JC and BS.
Though however, as professions was the only section where I multiplied agility with kings and did not multiply AP with TSA, it is the only section that requires change which I have already donehowever, the conclusion is mostly unchanged as agility is still way superior.
Thanks for the feedback and the crucial information that I seemed to have ignored.
Xypher - I love you too baby haha.
I have read every single hunter post here since the very first post and your comments have been pretty helpful to me too.
Pity all that exchange between you and DarkenedHue in Donorbashed's guide is deleted, though.
Best socket bonus might have something in common with it :.
Its either weapon or legs.
Best socket bonus might have something in common with it :.
Its either weapon or legs.
However, iirc, gemming the tear into the Y of an RY is the best option available.
EDIT: Hunters do have an RB item, the T10 chest.
So gemming the Tear into that one is definitely your course of action.
Hi Selaya, the reason for putting the Nightmare tear, as Jendah noted, is because of the socket bonus.
In my example, I am using JC gems and a hit gem in Oathbinder, but let's just substitute those for Agility gem and an Agility + Crit gem.
The total gain https://healthcareinsuranceplan.info/best/casinopoly-baden.html stats in each case would be 96 total agility for using the Nightmare Tear in the T10 Chest and 88 Agility and 10 crit for using it in Oathbinder.
I am discounting Intellect as the gain, in either case, is just +10; the addition or lack of it https://healthcareinsuranceplan.info/best/best-payment-method-for-online-casino.html that to each case won't affect the results.
Hence, using the Nightmare Tear in an item like Oathbinder or Leggings of Northern Lights is a superior choice by a small margin.
In other scenarios, like the one I illustrated in example II of my stat weightage section, T10 chest could be the better choice, but in the BIS gear, the usage of Nightmare Tear in Oathbinder is a better option.
The value of crit is real close to agility and it is highly unlikely that you will exceed the crit cap, so it is worth exploiting every single point of crit that you possibly can.
Still, seeing anyone else than a caster gemming a rainbow triggers my OCD hard xd purepownage - Yeah, I completely forgot about the existence of Alchemy profession apparently xD.
Also, Rawr already includes TSA and other modifiers for agility which makes Tailoring still trails way behind JC and BS.
Though however, as professions was the only section where I multiplied agility with kings and did not multiply AP with TSA, it is the only section that requires change which I have already donehowever, the conclusion is mostly unchanged as agility is still way superior.
Thanks for the feedback and the crucial information that I seemed to have ignored.
Xypher - I love you too baby haha.
I have read every single hunter post here since the very first post and your comments have been pretty helpful to me too.
Pity all that exchange between you and DarkenedHue in Donorbashed's guide is deleted, though.
Yes, DarkenedHue is one of the small pool of hunters that knows what he's talking about.
I quit WoW quite a while before I got in contact with him, but it was very easy for me to tell that he knows what's up.
Same goes for you.
It's a shame those posts got deleted, but it's probably possible to recover them if someone were to ask a moderator to do so.
By the way, I love the comparison between frostbrood sapphire ring and signet of twilight.
Signet always has been superior when I played, even though most people thought FSR was superior because it was in an old BiS list, but with the hit cap fix it seems that FSR indeed pulls ahead.
By the way, I love the comparison between frostbrood sapphire ring and signet of twilight.
Signet always has been superior when I played, even though most people thought FSR was superior because it was in an old BiS list, but with the hit cap fix it seems that FSR indeed pulls ahead.
FSR was always superior following the standards that you need to follow and not RAWR Values that are wrong 50% of the times.
It wasn't back when the hit cap was bugged and you needed something like 6% or so from gear to never miss; but that was an adaptation to a bug that no longer exists so that's all irrelevant and in the past now.
The Relative Stat Values that have been put forward so far in the thread are extremely consistent with those from other spreadsheets and were pretty commonly accepted, so there isn't really a case for disagreement unless you're pointing out that those figures wouldn't be applicable to Warmane for whatever reasons.
The Relative Stat Values that have been put forward so far in the thread are extremely consistent with those from other spreadsheets and were pretty commonly accepted, so there isn't really a case for disagreement unless you're pointing out that those figures wouldn't be applicable to Warmane for whatever reasons.
That reminds me of when people said that the Explosive Trap damage was working properly when it clearly wasn't.
I really don't know in what values you guys read article yourselfs but doing the proper math with Retail numbers I always get a way different output - Double dipping traps, as an example, is not a retail number and for some reason you didn't see those hunters in live content doing it.
Same goes for those hunters that used to love to exploit professions in order to get that extra crit and extra agility.
Short note: I do my values with two different settings - Retail numbers and Warmane numbers since they tend to differ in several aspects.
It wasn't back when the hit cap was bugged and you needed something like 6% or so from gear to never miss; but that was an adaptation to a bug that no longer exists so that's all irrelevant and in the past now.
That 6% could be obtained through other resources that didn't require the SoT use.
I've always used the 5% hit and I've never seen my white hits or abilities miss even when that supposed hit bug was a thing.
We might call it RNG but I never had that problem, personally.
SoT is a marksmanship hunter best in slot items that prevails strong in short encounters but loses all his strength on a hunter in long encounters since that's when FSR shines the most.
And that's the main reason why FSR is BiS since you get a better balance of stats out of it in longer fights.
Well then I'd be interested to know what your sources are for your retail damage formulas, because they'd have to be egregiously and hilariously wrong to arrive at such a conclusion as double-dipping traps.


Marksman Burst - Marksmanship Hunter PvP - WoW BFA 8.2.5


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BiS Gearing This part will cover the general to-do on gear, with preset BIS gears, gems, glyphs and talents setup. A) BIS Gear Lists:- 1) Head ...


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Total 3 comments.