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Old 08-15-2007, 11:51 AM   #16 (permalink)
 
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Re: Feedback on our Gruul's runs

There are 6 pages of theory crafting in the thread and I gave up at page 3 because they were hammering out specific tight shot rotations by then.

Kill command used to delay autoshot significantly because of the animation. It doesn't do it as much since they got rid of it. The only ability that resets the autoshot cooldown would be Aimed shot. However, hunters unfortunately are unique in that our attacks actually have a draw delay and flight time which makes things a bit difficult to factor in depending on how far you are from your target. When using Kill Command you won't do the long animation anymore, but you also won't be actively firing your weapon if you hit it just as you are drawing.

Hunter attacks have 5 stages unlike melee or casters. Hunters prime (draw the bow or load the rifle), aim (point), fire (dur), fly (in air), and impact (always head/body shot oddly enough which is funny when you get ammo that spins around mid air). Melee have 2 stages: Impact (damage is calculated) and swing (weapon is swung). Yes, for melee damage you are given a damage result a split second before your swing animation which drives some people mad when they try timing things. Casters have 3 stages: Prime (hands start glowing), Flight (point and cast), and Impact (hits and impact animation).

If you cast Kill Command at the prime stage then you will have to do the prime animation again which causes some delay. If you cast it at the aim stage then you will hang at the aim stage for a bit until the pet gets its attack result and starts its animation. If you use it during the fire/flight stages then you will see no delay whatso ever.
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Old 08-15-2007, 12:43 PM   #17 (permalink)
 
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Re: Feedback on our Gruul's runs

Quote:
Originally Posted by Xyris View Post
is there anything the shadow priests should be doing diffrent, my routeen is, Sw: pain, Vamp touch, mindblast, mind flayx4 (or untell Mindblast's cd is up), renew the vamp touch, mindblast, mind flayx4 (renew sw: pain) LOL not much to what i do idk if pistos does ne thing diffrent but id like to hear on something
Once you get going there is no true spell rotation for us due to the timing of our DoTs. You can obviously start by knowing a rotation for your initial casts, but its better if you work off a spell priority - I say this from my own experience as well as plenty of time researching on both elitistjerks.com and shadowpriest.com.

Starting off I do VT->SWP->MF->MF->VT->MB->MF... If aggro is established really fast then I may do a MB after the first SWP but generally I want to give them a little more time before I start dropping those. After the first or second shatter I'll throw up VE too. At this point DoTs are coming off at different intervals so I use a priority list of VT/SWP/VE/MB/MF. So if a DoT is down I'll refresh it first. I try to keep MB on cooldown as much as possible. I haven't gotten brave enough to SWD stuff in Gruul's yet, but I think next time I'll try and incorporate those too. Assuming of course I have VE up.

EDIT: After thinking about this over lunch I realized that on this fight I do generally cast SWP first while I'm getting in mindflay range. By the end of the GCD I'm usually in range, cast VT, then start MF. I also use my trinket before the second application of VT. Better use of trinket/innerfocus on this fight is definitely an area I need to improve on in this fight.
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Old 08-15-2007, 08:27 PM   #18 (permalink)
 
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Re: Feedback on our Gruul's runs

Anyone know whether Gruul would be considered a giant instead of a humanoid? I'm thinking of changing my talent spec a little and was wondering about taking Monster Slaying but leaving off Humanoid Slaying.
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Old 08-15-2007, 10:46 PM   #19 (permalink)
 
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Re: Feedback on our Gruul's runs

For the oddest and stupidest reason, Gruul is considered humanoid. Its actually because they're considered a superior and larger version of ogre instead of a true 'giant' with the pebbley skin and all that.
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Old 08-17-2007, 12:46 AM   #20 (permalink)
 
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Re: Feedback on our Gruul's runs

Apparently the respec and the new shot rotation worked.

http://www.lossendil.com/wws/?guild=wcnexxniufuss
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Old 08-17-2007, 01:55 AM   #21 (permalink)
 
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Re: Feedback on our Gruul's runs

Very nice work Jest. You need to work in more Steady Shots and try to burn Rapid fire more with your 3 min cooldown. I tend to forget to use Rapid fire till the very end so I should probably work on burning it after the first ground slam at around 30 seconds. Mostly because I'm untalented in that field so it's another 5 minutes before I can use it again.

Perhaps I should consider switching to a DPS pet instead of a raiding pet since the bird takes up a debuff slot and the wolf is semi-useless without being in the melee group for Howl buffs. Bah! I have to level my cat now, that sucks. Pretty interesting that keeping the pet up for the whole fight (unless dismissed for wipes) it averages about 12-15% of my total DPS. Probably because I stop DPS for 5 seconds before ground slam so I can get under cover which decreases the amount of damage I take from shatters unless a rogue or Xyris comes to visit. Mana breaks also cut into DPS, but I knew that already. ^_^
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Old 08-17-2007, 09:12 AM   #22 (permalink)
 
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Re: Feedback on our Gruul's runs

Yup the new WWS are up: Tonight's Gruul's Raid
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