Tuesday, December 3, 2013

My Cataclysm 4.3.4 Holy Paladin Build [PVE]

     Hi there! Today I am going to share by Holy Paladin build in which I play in Molten WoW server. This is based on the play style in the said server so this guide might not apply for some. :)

I. Talent Build

     

     For you who might not know what PVE is, PVE is Player vs. Environment ( a.k.a. Player vs. Monster, or Player vs. NPC) which basically means the experience of a player fighting against monsters in a gaming world. This also means that the build that I am going to share is focused on that encounters, which is for dungeons and raiding.

    The image above is my Holy Paladin, Anessia. I like playing support roles and basically, Holy Paladin is a support build. I am currently using 31/5/5 talent build. I will now be discussing each and every talent I have selected and why do I chose them.

Holy
  • Protector of the Innocent 3/3 - Casting a targeted healing spell on any target except yourself will heal you for 3490. The self heal seems too low but 3.4k heal is quite helpful.
  • Judgements of the Pure 3/3 - Your judgement increases your casting and melee haste by 9% and increases your mana regen by 30% of your Spirit while in combat. We're really after that haste and combat mana regeneration.
  • Clarity of Purpose 3/3 - Reduces the casting time of Holy Light, Divine Light and Holy Radiance by 0.5 sec. This is important because you need to cast your healing spells as fast as you can.
  • Last Word 1/2 - Increases your Word of Glory's critical chance to targets with 35% health or less by 30%. Two (2) talent points would increase its critical chance to 60% but it seems overkill to me. Besides, 30% additional critical chance is high enough for a healer.
  • Divine Favor 1/1 - It increases your spell haste and spell critical chance by 20% once activated. A good cooldown spell. A must get talent point. 
  • Infusion of Light 2/2 - Increases the critical chance of your Holy Shock by 10% and your Holy Shock critical strikes reduces the casting time of your Flash of Light, Holy Light, Divine Light or Holy Radiance by 1.5 sec. Also a must get talent since Holy Shock is one of our efficient healing spells.
  • Daybreak 2/2 - Gives Flash of Light, Holy Light and Divine Light a 20% to make your next Holy Shock not trigger its cooldown within 12 sec. This talent kind of syncs with Infusion of Light so we'd love to max this one out.
  • Enlightened Judgements 1/2 - Grants you hit rating equivalent to 50% of your Spirit, increases the range of your judgement by 5 yards and your judgement heals you for 2234. One point is enough since we won't be needing that much hit rating.
  • Beacon of Light 1/1 - A buff spell that makes the affected ally receive 50% healing from Word of Glory, Flash of Light, Holy Shock and Divine Light, and 100% from Holy Light even if that ally is not your main target. A must get spell since it allows you to heal two units at the same time.
  • Speed of Light 3/3 - Grants 3% haste and your Divine Shield gives you 60% mspd for 4 sec when activated. It's the haste we're after but that mspd bonus is handy in some situations.
  • Sacred Cleansing 1/1 - Allows Cleanse to also dispel a Magic effect. This is a very important talent since there are loads of monsters and boss encounters that gives magical debuffs.
  • Conviction 3/3 - Gives you a 3% increased damage and healing after landing a critical hit which also stacks up to 3 times. That's a total of 9% bonus healing for us.
  • Aura Mastery 1/1 - Once activated, it gives improved effects to your aura. This is kind of a PVP talent but it is useful in some occasions.
  • Paragon of Virtue 2/2 - Reduces the cooldown of Divine Protection by 30 sec, Hand of Sacrifice by 30 sec and Avenging Wrath by 60 sec. A must get talent since it is reducing the cooldown of Avenging Wrath.
  • Tower of Radiance 3/3 - Healing the Beacon of Light unit with Divine Light or Flash of Light gives you a 100% chance of gaining a Holy Power and your Holy Radiance always generates Holy Power. Nuff said.
  • Blessed Life 1/2 - Gives you a 50% chance to gain Holy Power whenever you take direct damage.
  • Seriously!? No Light of Dawn?? OMG NAB! - LOL! Hell no! My build is not for AoE healing but single (up to maximum of 2) direct healing that's why I don't have Light of Dawn. But just in case you want to take it, just omit Blessed Life or don't max out Tower of Radiance and get Light of Dawn. :)
Protection
  • Divinity 3/3 - Increases healing done and received by 6%. Additional 6% healing is a big boost.
  • Eternal Glory 2/2 - Your Word of Glory has a 30% chance not to consume Holy Power. This is important to my build since I don't have Light of Dawn and Word of Glory is my holy power healing spell. You may choose to skip this talent if you have selected Light of Dawn.
Retribution
  • Crusade 3/3 - Increases Holy Shock's healing and damage by 30% and Holy Light heals for an additional 300% after killing an enemy that yields experience or honor for 15 sec. Nuff said.
  • Improved Judgement 2/2- Increases the range of Judgement by 20 yards. This is also important and syncs with Judgements of the Pure.
II. Glyphs

     Glyphs are additional passive traits that also improves your skill effects. You can equip at most 3 Prime Glyphs, 3 Major Glyphs, and 3 Minor Glyphs. Listed below are essential glyphs to a Holy Paladin:

Prime
  • Glyph of Divine Favor
  • Glyph of Seal of Insight
  • Glyph of Word of Glory
  • Glyph of Holy Shock
Major
  • Glyph of Beacon of Light
  • Glyph of Divine Plea
  • Glyph of Divinity
  • Glyph of Lay on Hands
  • Glyph of Light of Dawn
  • Glyph of Cleansing
Minor
  • Glyph of Blessing of Kings
  • Glyph of Blessing of Might
  • Glyph of Insight

III. Stat Priority

     Stat building a Holy Paladin is a little bit complicated. Why? You have to balance your spell power and mana regeneration well to become effective. Also, you have to have enough haste rating in order to cast as fast as possible your healing spells.

Intellect
     
     Intellect is the most important stat for a Holy Paladin. Intellect increases spell power, mana, slightly increases spell critical and also slightly increases mana regeneration. Having high Intellect means you'll have enough mana to cast good healing spells for your raid or party group.

Spirit

     Spirit is our second priority since its major role is to increase our mana regeneration. We need to have enough Spirit in order to last long enough in a long boss encounter. More mana regeneration means more healing spells you can cast through the encounter.

Haste

     Next stat is haste. Haste allows us to cast our healing spells as fast as possible. Having a fast casting time for a healer means a higher chance of survival for your raid members or party members. Increase your haste via the haste rating stat.

Critical Chance

     Critical chance is not that important for us. Although having a critical hit healing spell means a bigger amount of life healed, it is not that important than spell power or mana regen. What good is a critical heal when your spell power is low? What good is your critical heal when you can only cast 10-15 healing spells in an encounter?

Mastery Rating

     Introduced in Cataclysm, mastery rating increases the effectiveness of the Mastery Skill of every class. Each class has a different mastery for every path build. In our case, Holy Paladin, our mastery is Illuminated Healing. It gives our direct healing spell to place an absorb shield on your target for 12% of the amount healed lasting for 15 sec and each mastery point increases the absorb amount by an additional 1.50%. Though our mastery is important for the tanks that we heal, mastery rating is our least important stat. We need to focus on spell power, mana regen and haste in order to be more effective.

IV. Reforging

     We are now allowed to re-allocate the least stat that we need to an important stat through Reforging. Keep in mind our stat priority. Since we can't reforge for Intellect or spell power, Spirit will be our reforging priority. We aim to have enough mana regen. Next is haste which is needed for fast casting. Then critical strike rating in order to have huge direct healing and last is mastery rating.

Spirit > Haste > Crit > Mastery

     Reforge for Spirit in every gear that you are using and has no Spirit in it. If you feel like you have enough spirit, reforge for haste rating. Our target is to have at least 20% haste rating. Lastly reforge for critical strike rating since we'd like to have a good burst healing. Mastery rating will most likely be the stat that we will reforge in to a much more important stat since it is our least needed stat.

V. Enchantments and Gems

     Item enchanting for Holy Paladin is critical. Critical means you need to have the proper enchantments in order to be an efficient healer. We need to follow our stat priority for enchanting. Since Intellect is our top priority stat, your enchantments should give Intellect bonus. If for some reason there's no available intellect enchantment for a certain item piece, look for an enchantment that gives Spirit. If, again, for some reason there's no Spirit enchantment, look for a haste enchantment or crit enchantment.

     For gems, we will also follow our stat priority. We'll need to have an Intellect or Spirit meta gem for our meta socket. Brilliant *red gem* is our, of course, red gem. For blue, Purified *purple gem*  is what we are going to use especially when there's an intellect socket bonus. If you feel you have enough Spirit, use Brilliant *red gem* for blue sockets instead. In some cases, we'll need Quick *yellow gem* for yellow sockets to have more haste but use Brilliant *red gem* otherwise.

VI. Spells

     As a healer, we really don't need to have a rotation unlike DPS or Tank roles. What we need is to understand and learn which spell would be needed in a certain encounter to be an effective support player. I will now discuss each important spell that Holy Paladin has to offer.

Healing Spells
  • Holy Light - Our bread and butter. It has an efficient mana cost and the amount healed is kind of good for its cost.
  • Holy Shock - A healing spell that should be used every time its off its cooldown. Instant cast with a very good amount of healing for its mana cost.
  • Divine Light - A large heal that is good for periods of heavy damage. This should be only used when a player is at 70% or less HP.
  • Holy Radiance -  A group heal that heals over time. This has a high mana cost so use this only when the group is receiving an AoE damage.
  • Word of Glory - A very efficient heal that relies on Holy Power. It does not have any cooldown, which means this spell will be almost spammable when you have holy power. Keep in mind that it's much more effective when used with 3 holy powers though.
  • Light of Dawn - A heal that also relies on Holy Power. It will heal up to 6 party or raid members within 30 yards frontal cone. Like Word of Glory, this has no cooldown so it will also be almost spammable. It is also more effective when you have 3 holy power.
  • Lay on Hands - An emergency heal. Your panic button. Use this when a raid or party member is at 20% or less HP and when you think you can't heal your target fast enough through your other healing spells.
Support Spells
  • Beacon of Light - As said above, this buff allows you to heal at most two raid or party members at once. Tanks becomes beacon of light most of the time but it can also be another player with low HP or a class that can't heal himself. For beginners, it will be better to beacon your self.
  • Cleanse - Your dispelling spell. With Sacred Cleansing talent, it will almost dispel everything to your self or other party members.
  • Hand of Freedom - A spell that grants immunity to movement impairing effects to your self or to a target. Use this when you or a party member is affected by slow.
  • Hand of Salvation - A spell that reduces the threat of your target. This allows your tank to have enough threat and hold aggro effectively. Use this to a player/class that gives huge amount of threat. It'll most likely be a DPS role with a huge damage output.
  • Hammer of Justice - A spell that stuns an enemy unit. Most of the time monsters will be immune with stun effects but it's worth the try when it landed successfully on a mob. 
  • Hand of Protection - A spell that grants immunity to physical damage to a party member but prevents them from attacking. Use this only when necessary.
  • Blessing or Kings - A beneficial spell that increases strength, agility, stamina and intellect by 5% to all party or raid member. Also increases all resistances by 97. Keep in mind that only one blessing per paladin can be active at a time, meaning the other paladin in your group must use Blessing of Might.
  • Blessing of Might - A beneficial spell that increases melee attack power by 20%, ranged attack power by 10% and mana regen by 326. Keep in mind that only one blessing per paladin can be active at a time, meaning the other paladin in your group must use Blessing of Kings.
  • Resurrection - A spell that resurrects a dead party member. Usable only when out of combat.
Other Spells
  • Seal of Insight - With Glyph of Seal of Insight, this seal will increase your healing effects by 5%. This is our go-to seal.
  • Judgement - A spell that unleashes a seal effect and damages an enemy unit. Since you have Judgement of the Pure, using this spell will increase your combat mana regeneration by 30% of your Spirit and will also increase your casting haste by 9%. Also, you don't need to get close to mobs or bosses when using this since you have Improved Judgement. It is important to use this skill first in every encounter.
  • Concentration Aura - An aura that gives all party or raid members to lose 35% less casting or channeling time when damaged. This will be our main aura.
  • Aura Mastery - This improves our aura effects temporarily. Since we will be using Concentration Aura most of the time, activating this will give us 6 sec immunity to silence or interrupt effects. This will be important in some cases.
  • Divine Shield - A spell that reduces all physical damage taken by 20%. A good damage reduction spell. With the Speed of Light talent, it will also grant you a 60% mspd increase for 4 sec. Best used when you are under attack by mobs and you need to keep distance from them.
  • Divine Favor - Increases your spell haste and spell critical by 20%. This is a very good cooldown spell and must be used during a critical phase of an encounter.
  • Avenging Wrath - Increases your damage and healing caused by 20%. Best used with Divine Favor or other cooldown effects such as trinkets. 
  • Guardian of Ancient Kings - This spell has different effect on different Paladin path build. For Holy, this spell will summon a Guardian of Ancient Kings and while active, your next 5 healing spells will cause the guardian to also heal the target for the same amount healed by your heal, and friendly units within 10 yards of your target for 10% of the amount healed. This is an epic cooldown spell for us because it helps us to heal huge amounts of damage.
  • Divine Plea - A spell that regenerates 12% of mana over 9 sec but nerf down our healing by 50%. With Glyph of Divine Plea, this will regenerate 18% of mana over 9 sec. Use this only when you are low on mana.

     And that is it! I hope you liked my Holy Paladin guide. Please feel free to correct me or do tell me if ever I missed something out, or there's something wrong with this post. Nonetheless, I do hope you have learned enough on how to be a Holy Paladin. Cheers!

Monday, November 25, 2013

[Updated] World of Warcraft: Cataclysm Raid Guide - Firelands [Baleroc-Shannox-Beth'tilac]

     Hi there! I will talk about Firelands and how to "correctly" do boss encounters. Of course this is again based on the gaming experience in Molten-WoW where my friends, cousins and I play. You might ask why? Because raid leaders nowadays look for players that knows tactics/strategies and have achievements, besides having an item level 370+. It sucks right? How would you get those achievements in the first place if you can't join those raids? Luckily, there are few raid leaders that allows you to join their group if you know the tactics and this is why I am writing this, to help players.

     You might ask, what is Firelands? Firelands is one of the areas of the Elemental Plane. The entire plane was crafted by the Titans during the early days of Azeroth and it serves as a prison for the planet's native elementals as well as their ruler, Ragnaros the Firelord. This raid instance can be found in Mount Hyjal.

     Firelands have seven (7) bosses. Beth'tilac, a gigantic burning spider brood-mother. Lord Rhyolith, a huge-ass magma elemental. Alysrazor, a former dragon reborn as a fire hawk. Shannox, a flamewalker with two pet dogs: Riplimb and Rageface. Baleroc, the Gatekeeper, a merciless combatant that looks like Balrog of Lord of The Rings *lol*. Majordomo Staghelm, a.k.a. Fandral Staghelm turned Majordomo of the Firelands. Lastly, Ragnaros, lord of the Firelands.
 So far, I have done three boss encounters in Molten. They are Beth'tilac, Baleroc and Shannox, and I will talk about the tactics on their respective encounters.

Baleroc, the Gatekeeper

     Baleroc is easy. It's almost a tank-and-spank encounter that's why most of the time raiders do him first. If you're the main tank and/or off-tank, you should always interrupt whatever spell is casted. Well, not really whatever but the game breaker spell. By game breaker I mean those that would deal huge amount of damage or that would cause an instant death. DPS or damage role should, of course deal huge amount of damage. Raid bosses have greater HP than dungeon bosses. Healers, should of course heal those who are wounded. Please don't play healer role if you won't heal your raid members.


     Oh, I almost forgot! Baleroc summons shards that focuses only to one player and it will only deal damage to that one player. This shards MUST be taken by DPS roles because it's not efficient if healers would take damage from it. Yeah they can heal themselves but healers have lesser HP than DPS classes. The main tank should also avoid taking the shard because he's already mitigating Baleroc's devastating slams and it will give the healers a hard time to heal huge amounts of damage. The team should assign 3 members that will take the shards. 


     What is this shard anyway? This shard is an immobile cone that stacks a damage over time to any unit close to it. If no one's taking that damage over time, Baleroc will activate it and it will deal AoE damage to the group. If your role is to take the shard, stay closer next to it and take up to 9 stacks of the damage over time. Once you have more than 9 stack, the other shard-er must take it so you have to move away from it.


Beth'tilac

     Beth'tilac is a bit harder. At the beggining of the encounter, Beth'tilac will climb up to her web and will summon spiderlings below. You can separate the group by 2, having the first group stay on the ground and the other group climb up Beth'tilac's web. It's doable that way but its more efficient when the raid group stays on the ground. You ask why? Because your group can gather in a single location and healers could do AoE heals within it. The raid leader should mark a ground on where the group should stay. Tanks and melee DPS should go around the marked area and kill the summoned spider drones as fast as possible. Healers and ranged DPS should stay on the marked area so they could easily survive this phase. Ranged DPS should also kill the spiderlings as fast as they can. After the summoning phase, Beth'tilac will go down from her web and fights your group. The first thing that the tank should do is to face her away from the group. Beth'tilac casts a spell that deals damage to a frontal cone, so as a tank, you should avoid that from happening. The encounter should be easier beyond this point.

Shannox

     Shannox encounter is a bit complicated because of his companions: Riplimb and Rageface. The main tank and/or off-tank should, of course, tank Shannox itself. To deal with Riplimb and Rageface, your group should assign 2-3 kiters for each of the hounds. Kiters must be a Hunter, Frost Deathknight or an Arcane Mage. The kiters' role is to "kite" around these hounds so they won't focus their attack on the tank and/or other players. They should also keep these hounds away from Shannox but not too far for they have a frenzy like skill when they sense they are far away from him. DPS and healers (well, tanks and kiters also included) should look out for the traps laid by Shannox, especially the Crystal Trap. The said trap encases the target and render the affected unit stunned/immovable. If ever that happens, DPS roles should break the crystal to set the affected unit free from it. Do this as fast as you can.

     That would be all for now. I hope you guys understand and learned the strategies for each of the said boss encounters. I will update this post once I get the chance to do the other remaining bosses in Firelands. Enjoy raiding! Hooraah!

Friday, November 8, 2013

Magic: The Gathering - Champion Format [Casual]

Introduction

     One day, as I was browsing my cards, a wild idea appears! I was always a fan of Commander a.k.a EDH, a format where you choose a legendary creature to build around a 100 card deck, so I tried brewing one. After awhile, I came across with this "budget" casual format, the Noble format. This is somehow a variant of Pauper and Commander Format. I was immediately hooked by the idea. After awhile another wild idea appears! "Why don't I combine the Commander format and the Noble format?" Thus, the Champion format was born.


What is the Champion Format?

     Basically, the Champion Format is a variation of the Commander Format and Noble Format. You choose a rare/mythic rare creature card to be your champion and construct a deck around that card. It doesn't have to be legendary, but of course legendary creature is a plus. This format is for the Commander Format lovers but don't have the budget to build a decent deck for it.


Deck Building

     Since this is a "house" game format or a casual game format, the minimum number of cards in a Champion format deck is 61 including your Champion. First, you'll need to have a Champion. Your Champion should be a rare/mythic rare creature. It doesn't have to be a legendary creature, but of course legendary creature is a plus. 

     Like the Commander format, Champion uses color identity to determine which cards can be included in a deck. For example, your chosen Champion is Venser, Shaper Servant. Cards that can be included to your deck are blue creatures, blue spells, blue enchantments and lands that produces blue mana. Of course artifacts can be included too for it is colorless.

     Each card in the deck must have a different English name, other than basic land cards. This means you can have only one (1) of each cards included in the deck. You can have at most 4 rares/mythic rare including your Champion, 11 uncommon and the remaining cards must be only common. 

     Champion is an eternal format. Meaning any legal Magic: The Gathering card is playable in this format. But of course, it can exist in any non-eternal formats like modern or standard.

     The only thing that separates this format to Commander is that you are allowed to have any color in your deck when you choose to have an artifact creature as your Champion. Meaning, if you choose Myr Battlesphere as your champion, you can brew a deck with any color identity you want. If you wanted too, all five colors can be included for as long as you follow the "rarity count" in brewing a Champion format deck.

     Before I forgot, we follow the lowest printed rarity of a card. For example, Doom Blade is counted as common even though it was recently printed as uncommon. Also, cards like Sengir Vampire that was printed as rare before can't be your Champion for it is printed as uncommon, which is its lowest rarity.


Sideboarding

     Sad to say, there are no sideboards in this format. :( Which means you have to build your deck carefully to have an answer for almost every deck created for this format.


How to Play

     First, you have to separate your Champion from your deck. Like the Commander format, your Champion is placed at the Command Zone, where it can't be interacted with. You may cast your Champion any time allowed by the standard game rules and any abilities of your Champion may be played as if it was in your hand.

    Once your Champion has been cast, it will be treated as a normal creature card and you may choose to return it to the Command Zone whenever it dies or exiled. Like in Commander, as an additional cost to cast your Champion from the command zone, its owner must pay additional two (2) for each time it was previously cast from the command zone. Which means the more time your Champion dies, the harder it will be for you to cast it over again and again.

     We apply the Commander mulligan rule in Champion format. In your first mulligan, you draw another seven (7) cards as your starting hand and will be reduced by one (1) in your next consecutive mulligans.

     Other than that, the game should proceed as any other MTG games.


Banned List

     I have no idea on what cards should be banned but I guess following MTG's Commander banned list will not hurt. Click here to view the current Commander banned list.


Sample Deck List

     These are the latest Champion decks that we use:
     More sample deck list coming soon :D

     
     And that's it! I hope you guys loved the idea of the Champion Format. I would love to hear from you if you ever tried playing this format with your friends, relatives or in your local game store! Have fun brewing!

Monday, October 21, 2013

My Cataclysm 4.3.4 Marksmanship Hunter Build [PVE]

     Hi! I've been busy for awhile and now I'm back. On my second post, I would like to share a simple guide on playing a marksmanship hunter in World of Warcraft: Cataclysm. This is mostly based on my play style in a PRIVATE SERVER (Molten WoW) and I'm not really that good at making guides but here it goes...

I. Talent Build



     PVE is Player vs. Environment (also known as Player vs. Monster, Player vs. NPC) which means this build is basically focused on boss and monster encounters. The image above is my hunter, Windstrife. I play at Neltharion realm in https://www.molten-wow.com/. I'm using 3/32/6 talent build. Now I'm going to explain each of the talents that I have selected and why do I use them.

Beast Mastery
  • One With Nature 3/3 - Provides 10% bonus ranged attack power when using Aspect of the Hawk per talent point so you'd want to max this out. That's 30% ranged attack power, what's not to like?
Marksmanship
  • Go For The Throat 2/2 - Gives your pet 10 focus every time you land a ranged critical hit. This helps your pet to deal more damage as they use focus for their skills.
  • Efficiency 3/3 - Reduces your Arcane Shot and Chimera Shot's focus cost. This is important because resource managing is kind of hard.
  • Rapid Killing 1/2 - Grants your next Aimed Shot, Steady Shot or Cobra Shot a 10% bonus damage each time you kill a target. This is pretty lame on PVE but one point is enough to trigger that 50 focus gain on Rapid Recuperation.
  • Improved Steady Shot 3/3 - Grants 15% haste when casting Steady Shot consecutively. That haste bonus is a plus for us hunters.
  • Careful Aim 2/2 - Increases Aimed Shot, Steady Shot or Cobra Shot critical strike chance by 60% on targets with 90% health. That's huge critical strike bonus and gives you a good damage output on every combat.
  • Silencing Shot 1/1 - A shot that silence your target for 3 sec. Most of the time, mobs and bosses are immune to this but this is very useful once a mob is not immune to silence especially against a caster mob.
  • Concussive Barrage 2/2 - Gives 50% chance per talent point to daze your targets hit by Multi-Shot or Chimera shot. Maxing this out gives 100% daze chance and slowing your target is essential when kiting.
  • Piercing Shots 3/3 - Gives your critical Aimed Shot, Steady Shot and Chimera Shot to apply bleed to your target equal to 30% of its damage. This is also a huge damage output boost.
  • Bombardment 2/2 - Lowers your Multi-Shot cost by 50% when it critically hits a target. This allows your Multi-Shot to be spammable when doing area of effect damage and allows you to do a perma-daze on your targets (see Concussive Barrage).
  • Trueshot Aura 1/1 - Increases melee attack power by 20% and ranged attack power by 10% to all party members. Again, a damage output bonus so this is a must.
  • Termination 2/2 - Your Steady Shot and Cobra Shot grants 6 more focus when dealt to targets below 25% HP. This is helpful during the "final stretch" phase.
  • Rapid Recuperation 2/2 - You gain 12 focus every 3 sec when Rapid Firing is active. This is also the reason why I have 1 Rapid Killing because it grants an instant 50 focus every time you kill a target.
  • Master Marksman 3/3 - Gives your Steady Shot a 60% chance to apply Master Marksman that stacks up to 5 times. Then when at 5 stacks, your Aimed Shot will have no cast time and casting cost. Instant Aimed Shot baby!!!
  • Posthaste 2/2 - Reduces your Rapid Firing cooldown by 2 minutes. Allows you to use Rapid Firing several times on each combat.
  • Marked For Death 1/2 - Your Arcane and Chimera Shot has 50% chance to apply Marked For Death effect to your target. You don't need to max this out because 50% chance is enough. Trust me.
  • Chimera Shot - You are so fucking dumb if you don't have this as a Marksmanship Hunter.
Survival
  • Hunter vs. Wild 3/3 - Very weak for PvE. It increases your Stamina by 15%. You might ask why I have this? For survival purposes. Plus I chose this over Improved Serpent Sting because I only use Serpent Sting once, twice at most.
  • Pathing 3/3 - Increases your haste by 3%. Haste is good :)
Honorable Mentions
  • Improved Serpent Sting (Survival) - If you prefer casting Serpent Sting more than once then go get this. Plus, this talent also improves the critical ticks of Serpent Sting. If you want to get this talent, remove 2 points from Hunter vs. Wild.
  •  Sic'Em! (Marksmanship) - This is probably a better talent than Rapid Killing. Gives your pet a focus reduction on its basic skill which maximizes your pet's focus. I just don't rely on my pet damage, that's all. Get this if you want extra pet damage.
  • Beastial Discipline (Beast Mastery) - Also a pet based talent but that extra focus regeneration helps a lot. Get this if you really rely on your pet damage.
II. Glyphs

     Glyphs are additional passive traits that also improves your skill effects. You can equip at most 3 Prime Glyphs, 3 Major Glyphs, and 3 Minor Glyphs. Listed below are essential glyphs to a marksmanship hunter.

Prime
  • Glyph of Steady Shot
  • Glyph of Arcane Shot
  • Glyph of Kill Shot
  • Glyph of Rapid Fire
Major
  • Glyph of Mending
  • Glyph of Disengage
  • Glyph of Ice Trap
  • Glyph of Freezing Trap
  • Glyph of Snake Trap
Minor
  • Whatever you like, honestly.
III. Pet

     As a hunter, we are allowed to have pets. Our pet aid us during combat which means they also deal damage and is essential to us so we have to choose our pet wisely. For a PVE type hunter, Cat or Wolf is the best pet for us because of their special ability that gives beneficial buffs. In some cases, you will be needing a Spider or a Crab for their immobilization skills. This is usable when you need to kite some mobs or boss.

IV. Stat Build and Priority

     Stat building a hunter is easy, believe me. Agility will be our number one priority, followed by hit rating, haste, critical rating and last, mastery.

Agility

     Hunter is an Agi class so you really want to prioritize this stat. Agility gives us attack power, increases our hit chance and slightly increases our dodge chance (which is pretty much useless for this class). Nonetheless, this stat is our bread and butter.

Hit Chance

     Hit chance is essential because you want your ranged attacks not to miss on your target. For us hunters, we need to have 8% hit rating so that all of our attacks and skills will not miss. You can get this through Hit Rating stat.

Haste Rating

     Haste is also essential because you want to shoot as fast as possible. Quick shots that deals good damage is equal to large damage output. Increase your haste via Haste Rating stat. There's no point of getting the haste cap because its almost impossible but 15%-20% haste rating is enough.

Critical Strike Rating

     Every DPS or damage role needs to have a good burst damage. Critical strike rating allows you to deal huge amount of damage through critical hits. Agility slightly increases this stat but it is important to get gears, enchantments, gems or potions that increases the critical strike rating stat mainly.

Mastery Rating

     Mastery Rating is a new stat introduced in Cataclysm. This increases the effectiveness of the Mastery Skill of every class. Each class has different mastery for every path build. For Marksmanship, our mastery is Wild Quiver. It gives our ranged attacks a 16% chance to instantly fire an additional ranged shot to our target and each point of mastery increases the chance by 2.1%. Though that mastery effect is pretty cool, this is the least stat that we need.

V. Reforging

     In Cataclysm, we are allowed to reforge an item in order to allocate the least stat that we need from it to a much more needed stat. Keep in mind that you need to have 8% Hit Rating, 15%-20% Haste, at least 20% Critical Strike chance and not much of Mastery Rating. Below is your reforging stat priority.

Hit Rating (until 8%) > Haste > Crit > Mastery 

     Reforge every item that has no hit rating to hit rating. Once you have 8% hit chance, reforge to haste to have at least 15% haste. The rest, reforge to critical strike rating.

VI. Enchantments and Gems

     Enchants or Item enchantments is kind of straight forward. It's really on a personal basis so enchant your items the way you like. Just remember your stat priority.

    There's only one type of gem that your really need. You need Agility gems for your sockets. Delicate *red gem* is our main gem. Use this for both blue and red sockets. If it happen that you have a yellow socket, and has an Agi socket bonus, use Deadly *orange gem* instead.

VII. Rotation

     Rotation is pretty much the sequence of your spell casting during a boss encounter. This will allow you to have a better focus management and deal huge amount of damage at the same time.
  1. Start up by placing Hunter's Mark on your target and Misdirection to your group's tank.
  2. Pop your Rapid Fire, trinkets, potions, etc. then Serpent Sting.
  3. Hard cast Aimed Shot. With Careful Aim talent, your Aim Shot will be critical hit most of the time and will trigger Piercing Shots.
  4. Cast Steady Shot twice to get Improved Steady Shot effect and gain some focus.
  5. Use Chimera Shot before Serpent Sting fades off.
  6. Use Arcane Shot when you have spare focus.
  7. Pop your cooldowns again once they are ready. Use Readiness when necessary.
  8. Repeat numbers 3-7 until the boss hits 89% HP. Maintain the Serpent Sting duration.
  9. When at 89% or below, use Serpent Sting if ever you didn't maintain its duration.
  10. Use Chimera Shot on cooldown.
  11. Always cast Steady Shot twice to keep the Improved Steady Shot effect active.
  12. Always cast Aimed Shot when you have 5 Master Marksman effect.
  13. Pop your cooldowns once they are ready. Use Readiness when necessary.
  14. Repeat numbers 9-13 until boss hits 20% HP. Please tell me you have kept that Serpent Sting up, yeah? If not, use Serpent fucking Sting AND KEEP THE FUCK IT UP VIA CHIMERA SHOT!
  15. On this stage, you will also repeat numbers 9-13 but you will have more than enough focus because of Termination. In that case, spam Arcane Shot when necessary.
  16. Use Kill Shot whenever it's off its cooldown. If you're using Glyph of Kill Shot, cast it twice.
  17. Cooldowns. Always remember to use your cooldowns.
     And I guess that's pretty much it. I hope you have learned something from this guide and helped you become a good PVE marksman hunter. :)


Sunday, September 22, 2013

Greetings

Hello! Welcome to my hobby blog. From this day on, I will be using this blog featuring my daily musings and hobbies. In case you're wondering, my hobbies are sketching, painting, singing, Gunpla modelling, trading card games, photography, computer gaming (may it be online or LAN games), and of course, eating! :)

As for now, this will suffice as my introductory post so I'm off to think of what to post next. See yah!