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Scattered Shots: Sting operations

A Stinger missle and launcherScattered Shots is for Hunters. This week, Daniel Whitcomb will be covering for David Bowers, despite the fact that his Hunter isn't currently specced for Scatter Shot.

As Hunters, our primary role is and likely always will be the DPS. Even the new pet talent trees probably aren't going to change that too much. In the end, we sit back and fill the giant target full of arrows or bullets. That said, we also have quite a few tricks up our sleeves, a few stops we can pull out to get jobs done. Some of these come in the form of stings: a series of shots that put a debuff on the mob that can, when used correctly, turn the tide of a battle. Today, we'll look at each sting, what it does, and how best to utilize it in PvP and PvE.

There's a few universal truths to look at before we start: First, all stings are poison. This means that they can be cleansed, and that certain mobs will be immune to them. Second, there's only one sting allowed per a hunter, and most stings don't stack. That means that you can only apply one sting at a time as an individual hunter. Still, that can turn out to be helpful in some cases, as we'll discuss later. In addition, Viper and Scorpid Sting can only be cast by one Hunter at a time, so in multiple hunter situations, be sure to decide amongst yourselves who's casting what, should they be needful.

And now, on with the stings!

Continue reading Scattered Shots: Sting operations

Priest DPS flowchart


Any DPS guide that has flowcharts is a winner. So it is with this Priest DPS guide from DwarfPriest.com -- not only does it include some good insight on the spells both Shadow and Holy Priests have available to them for laying down the damage, but it also includes this great flowchart, which will tell you exactly how to min-max your DPS lickety-split.

The basic outline is keep VT up and pour on the shadow damage, but with all the cooldowns in Shadow Priests' spells, it becomes more of a "casting priority" thing, hence the flowchart. There are also some interesting notes about DoTs (which are integral to both facemelters and 'locks) -- the last tick of a DoT falls right on the end of it, so it's always better to wait for a DoT to time out before reapplying, otherwise you lose some of the damage you paid good mana for. Excellent and in-depth guide (and the Holy Priest DPS section inspired a few laughs, too).

Thanks, ErsatzPotato!

Build Shop: Warlock 43/0/18


Welcome back to another edition of Build Shop, talent fans! I've gotten a couple of emails about Warlock builds, so this week I'm going to take a look at one of the most infamous builds around -- Affliction. When people complain about Warlock DoTs, they've often just had a run in with an Affliction spec Warlock. Boasting up to 5 DoTs (Corruption / Seed of Corruption, Immolate, Curse of Agony, Siphon Life, Unstable Affliction) and a bevy of channeled drain spells, one of these warlocks can make quick work of your health bar. In addition, Affliction warlocks also sport talents that make their DoTs harder to dispel or make you think twice about trying to dispel them.

Amongst warlocks, it's a popular grinding build, able to handle multiple mobs at a time with very little downtime. Though it lacks the higher health pool and greater survivability associated with Demonology warlocks, or the pure nuking power of a Destruction warlock, Affliction is a build which performs well in many areas of the game. Let's take a look at an Affliction / Destruction build that incorporates threat reduction, DoT protection, and maximizes the damage done by DoTs.

Continue reading Build Shop: Warlock 43/0/18

Blood Pact: Changing resilience to weaken DoTs

Perhaps you've heard about the planned change to modify the resilience stat to effect DoTs? When I first read about it, I can't say I understood it. Resilience is an anti-crit stat, which reduces the chance that you'll take a critical strike and reduces the damage done by a critical strike if you take it. Specifically, each point of resilience (and at level 70, it takes 39.4 resilience rating to equal one point of resilience) reduces your chance to be crit by 1% and reduces crit damage by 2%.

But the main downside to using DoTs as a damage source is that they're incapable of critting. So what in the world do DoTs have to do with resilience? Eyonix explains it for us:

As it currently stands, each new tier of equipment adds to the amount of damage DoT abilities have, yet that damage is not mitigated through combat ratings found on typical equipment. This change will help ensure that DoT effects do not scale too well compared to other damage mechanics. The amount of damage reduced will be equal to the critical chance reduction effect that resilience grants.

If you're as confused as I was about why this was being done, not to mention how it was going to work, read on.

Continue reading Blood Pact: Changing resilience to weaken DoTs

Blood Pact: What is a Warlock?, part 1


Every week Elizabeth Harper contributes Blood Pact, where she tries to share the joy of the Warlock class with her fellow players, Warlock or not.

When I first started playing World of Warcraft, I rolled the ubiquitous Night Elf Hunter. The pet angle appealed to me, and in all the games I'd played previously, I preferred to stay away from close combat and pelt my victims with spells or arrows from a safe distance. However, with so many classes available to me, I couldn't stick with just one -- my second character was a Mage. I spent my first weeks in Azeroth cheerfully hopping between these two characters, but I must admit that neither of the characters made it past level 20. Why? I found out that a friend of mine played on another realm, so I rerolled to join them -- this time as a Warlock.

I didn't know what I was getting in to at the time, I only knew that Warlocks had pets like Hunters and cast spells like Mages. But I've got to tell you, despite the first-glance similarities between the classes, they're not at all alike -- which I learned while leveling mine to 60. (And before you ask -- I played this Warlock prior to the class changes that turned them into tiny gods. Yes, I was a Warlock back when Warlocks were the underdogs.) Perhaps you're not quite sure what to expect from Warlocks -- whether you play with them, are trying to kill them, or are thinking about rolling one yourself. If so, read on as I attempt to explain the essence of the Warlock class.

Continue reading Blood Pact: What is a Warlock?, part 1

Spell haste rating revealed

This came up when we reported on the new "rating" system a long time ago (implemented so that Blizzard could better scale gear on the way up), but like Cyberdemon of Frostwolf-A, I missed it. Alongside the self-explanatory stuff like critical strike rating, and the new resilience rating, there's a new rating called "Spell Haste." Cyberdemon wondered what it was, and Tseric confirms that a higher spell haste rating speeds up the cast times of all your spells. Pretty cool.

The reason we likely haven't seen it much yet is because so far, spell haste stuff only drops at the highest levels, and, from what I can see, in the form of temporary buffs that allow you to get a few casts off quickly. An equipped high spell haste rating would fundamentally change the way the game was played in many situations-- if mages could kick out a quicker pyroblast whenever they wanted, that would have a big effect in a lot of PvP situations.

Tseric also clarifies that this only affects cast time, not DoT tick time, or duration of spells. And while the two trinkets linked above are the only places I could find it in the game so far, I wouldn't be surprised if this rating found its way into certain instance specific buffs, either for us (players could get a DoT put on them that would kill them in 30 seconds, but let them cast all their spells almost instantly within that time) or against us (mind-controlled players get their spells hasted for a short period against the raid). Either way, as more and more players move into the endgame, spell haste will be something to look out for.

Update: Commenters have found a few other spell haste items, including this 60 trinket, and an awesome BoE caster sword.

Debuff Limit to Change in Expansion

Back at the dawn of time, the debuff limit was 8. That means only 8 debuffs could be on a monster at any given time - which lead to severe restrictions when you had 40 players attacking the same thing in a raid environment. (You would either always have important debuffs being bumped off or you would have very strict raid rules which only allowed certain debuffs to be used by certain players.) And warlocks, whose DOT spells actually made up good portion of their damage done, were reduced to shadowbolting machines. The debuff limit was later doubled, and currently sits at 16, which allows for a lot more flexibility. However, recently the CMs dropped what I consider to be quite the bombshell: in the expansion, in addition to smaller raid size, the debuff limit will be increased again - to 40. Combined with 25-player raids, that's a heck of a lot of debuffs...!


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