"(make sure you have your pet on passive and have /petattack bound to your arcane shot"
- Yeah... No don't do that. DPS loss when targeting swapping due to pet traveltime.
On-Topic: Hunters, no doubt about it.
P.S: Personally I haven't felt that I've done terrible dps due to my class, I got a feeling some of you use it as an excuse. I find myself in the middle on most bossfights, only lower on the dmg meters due to hunters getting most of the click-this mechanics. (Turtles, Orbs, Rings etc).
If your pet has to sit on a boss for some reason (such as on that Gunship fight in Dragon Soul) then yeah, you wouldn't use that. You would, however, keep your pet on passive. And if you're BM and your pet can be on your target but isn't, it will die exponentially slower.
I'd assume he'd figure out how to micromanage pets by the time he hits 90, though. :P Overall, having /petattack bound to a common attack is pretty good advice and makes micromanagement easier.
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If you are looking for specs that can bypass specific mechanics than of course you have mages, rogues, spriests, et cetera. But as far as being able to dps on the move at any range, with no particular target switching penalty, et cetera, there's really only one class that does that.
Surv hunter, not saying BM because if there's a target swap to the other side of the room, a BM hunter loses much more dmg on that new mob waiting for their pet to get than than a Surv hunter would. That being said, surv can even just leave their pet on the other mob assuming its still there and not really lose as much dps as a BM would... Unless it has dash and blinkstrikes up I guess. don't remember how long the range is on BS anyway.
After that... probably a rogue. Shadowstep + sprint gives them pretty good mobility in a raid setting. Feint wall and Cloak allows them to more or less "ignore" certain mechanics that would force other melee away from the boss (ex: rockfall on tortos, might fall in a way forcing other melee to run away, but you can just cloak and stand in them as a rogue afaik.)
Last edited by britishbubba; 2013-07-08 at 12:34 AM.
Mid, as in average which is probably what they are going for for everyone. So we are where we are meant to be! Hunters aren't bad by any stretch of the imagination. Our damage is solid, easily switched and highly mobile.
- Can't get silenced
- Disengage to avoid or move long distances
- A method of reset threat on a very short cooldown
Hunters are having it good right now.
All true, but hunters can't do the one thing you actually expect from a DPS class - hurt things a lot. Our damage is middle-of-the-pack. And while our mobility is very good, our raid utility is next to nothing. And come 5.4, we're getting a nerf to our already supbar utility and a nerf to our already average damage. Any of the other pure DPS classes (rogue, mage, warlock) or a dps warrior are likely better options.
Hunters: Ranged, mobile DPS, Deterrence to bypass mechanics such as Ionization, threat reset, Disengage allows you to quickly avoid certain mechanics like a Lightning Wip, or a Horridon Charge, etc., while minimizing time spent moving.
hunter. my one cast time ability isnt even interrupted when i have to move or get knocked up/back
its ridiculous, really.
I know it's ridiculous to have one unique aspect about a pure DPS class with minimal playstyle difference across all specs that isn't even close to the other DPS pures in terms of damage output while also lacking any sort of unique raid CD whatsoever