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Filed under: Talents

Scattered Shots: Climbing Hunter talent trees

Welcome to Scattered Shots. I am Eddie "Brigwyn" Carrington from The Hunting Lodge and I'll be your tour guide each Thursday as we explore what makes our Hunters tick and how we can make them better.

I've read comments here, over on the Official Forums, and other Hunter blogs and forums saying how Blizzard is forcing Hunters to spec either as Survival or Marksmanship. I always find this a hard argument to support, especially since it is Blizzard that has continued to give us three different talent trees that we can spec into. But as always, there seems to be a preferred talent spec.

To me the blame isn't Blizzard but us Hunters always looking to squeeze out every ounce of DPS out of our class and remain on top of the damage meters. (Go ahead let the flames begin, but hopefully you'll give me a chance here.) We go out of our way looking, experimenting, and testing different build combinations to find the one magic build that gives us top DPS. Once we have found that, we tend to forget that we really can play all three builds. No, they all won't perform the same. And if you are in a progressive, hardcore, min/max raiding guild, well then stick with the spec-du-jour. But if you are like the majority of the players out there, you probably want to play something that better fits your play style. Like Goldilocks and the Three Bears, it has to fit just right.

So let's look at the different Talent Trees, discuss a bit about what makes each one tick. Then look at the currently recommended builds and shot rotations for each spec.

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Arcane Brilliance: More questions than answers


Each week Arcane Brilliance endeavors to bring you all the latest news and notes from the land of Mages. This week, the subject is questions and the answers they conjure forth. The way it works is this: you wiggle your fingers for a while, ask some questions, and then poof! Blizzard gives you a cinnamon roll and a glass of water and sends you on your way.

I'm not sure what I was expecting, really, when Blizzard proposed this whole "class Q&A" series over on the official forums. When the initial post showed up, asking us to pose questions of the development team, Mages everywhere seized the opportunity to air grievances, request clarification, and make suggestions. The thread quickly swelled to epic proportions, and I waited, intensely curious, for Ghostcrawler's response. How many of our questions would be answered, and in how much detail? How much concrete information would we get? Which of the issues raised in the thread would be addressed, instead of just glossed over?

We got our answer post last week, and it turns out the answer to almost all of those questions appears to be: "Not a whole lot."

Join me after the break where we'll break it down Hammer-style.

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A video look at the new Shaman toolbar


Here's a great video from Arawn of CrusaderAura.com that offers up a first look at the new Shaman totem interface coming in patch 3.2. As expected, you'll soon be able to drop four totems all at the same time, as well as eventually (you'll need to be in the higher levels somewhere) have a few different sets of totems to drop whenever you want. As you can see, you have four slots, one for each type of totem, and then you can switch each of those on each of your Call of Air, Water, and Fire settings. Finally, the last button on the right is Call of Earth, which used to be called Totemic Recall, and will let you call all of the totems back, getting a little mana back for each.

It looks like it works great (save for, of course, the small bug with no cooldown on the elemental totems, but we're sure Shamans won't have a problem with that, right?). The bottom line is that Shamans will only need one button and one cooldown to smack their totems down wherever they want -- you can still light up totems on their own by pressing their buttons, but if you just hit the Call button, then you'll get them all, in the same cooldown with the usual mana cost. It'll be interesting to see what kinds of UI hooks are in this thing as well, and how it might work with addons. But that's for the future -- for now, it looks like Blizzard has done a great thing for Shamans here.
Patch 3.2 will bring about a new 5, 10, and 25 man instance to WoW, and usher in a new 40-man battleground called the Isle of Conquest. WoW.com will have you covered every step of the way, from extensive PTR coverage through the official live release. Check out WoW.com's Guide to Patch 3.2 for all the latest!

Using WoW for learning in schools

We've heard about WoW in schools before, but usually it's at schools of higher learning, where they're studying social networks or how society evolves. But a group in North Carolina is planning to put WoW in schools in a different way: by using situations in World of Warcraft to develop literacy, mathematics, and other competencies. WoWinSchools has math lessons and other tests based around WoW terms and knowledge: one example question asks "Which types of heals produce a greater number of recovered hit points during an encounter?" Another wants to know "Which buff (a spell that enhances a character's abilities) is more effective for your character, Blessing of Kings or Blessing of Might?" The idea is to use situations that the kids are familiar with in World of Warcraft (raiding, for example), and apply higher level thinking to those situations.

There are even creative writing suggestions dedicated to the game, from writing an RP story about a character in Azeroth, to writing a song parody (that one should be taught by Professor Turpster) or designing a quest chain. And lest you think they're just joking around, there's a whole slew of research behind the idea, too, and it definitely makes sense: kids who play World of Warcraft are much more likely to be interested in problems about DPS and Healing rather than Susie and Bobby's apples that we added and subtracted back when we were kids in school.

It seems like the only place this is implemented is in one afterschool program -- while there are lots of good ideas here, it's not necessarily being used in many classrooms yet (and my guess is that not every student in schools would vibe with a World of Warcraft-based curriculum, either). But it is a plan in development, and anything that better helps teachers understand what their students are interested in is probably worthwhile.

Lichborne: Patch 3.2 Death Knight changes in-depth

See how nerfed I am?
Welcome to Lichborne, the Death Knight column, with your host, Daniel Whitcomb.

On my first read-through of the Patch 3.2 Death Knight patch notes, I had to chuckle a bit. If the theme of the Retribution overhauls was making Retribution DPS a bit more complicated, it was definitely very much about the simplification for Death Knights. Simplification is a relative term, of course, given that rune rotations are still in full effect, but there has been some streamlining of techniques and adjustment of cooldowns that will lead many of us to do some tuning up on our rotations. Let's take a deep look at the changes and see what they'll mean for us going forward into Patch 3.2.

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Totem Talk: Patch 3.2 PTR

Patch 3.2 has been announced, and shamans saw some changes. That's the short version.

Well, we've had the big patch notes bomb dropped on us, and they weren't kidding about changing restoration around, were they? Of course, if you're an orc shaman, you also got expertise with fist weapons added on to your racial, which is pretty neat all told. We also finally saw the debut of the new totem interface, which I can't say enough good things about. The ability not only to drop up to four totems in one GCD but to have up to three customizable sets of four totems for different uses (I plan on making a set just for when there's no DK's around and I can finally use Strength of Earth totem instead of freaking Stoneskin) just made the clouds part and a host of glorious angels descend upon me. Turns out they wanted some money, but still, for a moment it was pretty keen.

Before we get rolling, though, I want to remind people: I want your horde screenshots! Otherwise this column is just going to be goat-men from the Twisting Nether, and I know you don't want that. I personally don't care, but you guys get so upset, and while that orc racial does make leveling my orc shaman appealing, I don't really think I have the time.

I should probably also mention that rogues got axes in an attempt to give the design team more freedom to actually put some axes into the content. (Yay for one 1h DPS axe in all of Naxxramas, EoE, the Obsidian Sanctum and Ulduar!) I can only look forward to the host of axes in Argent Coliseum that are too fast for shamans to use effectively. On the up side, goodbye, totem stomper macros! We hate you!

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Arcane Brilliance: Patch 3.2 for Mages



Each week Arcane Brilliance sits down to write a column about Mages and all things Mageworthy. Big news this week in Mageville: Patch 3.2 is hitting the PTRs. And we all know what that means -- new Mage cat forms. Finally.

Having had some time to ingest the 3.2 PTR patch notes, I feel I can now speak about them in a calm, rational manner. The PTR (and all of the additional changes that tend to take place therein) is only just beginning, and yet there are already so many nuggets of newness to devour that my news-stomach feels full to the bursting point. The Isle of Conquest... the death of 2v2 Arenas... Engineering becoming cooler... Emblems of Conquest dropping from heroics (?!)... the fact that Blizzard is now shutting all twinks away together in their own battlegrounds, exiled from the general populace, where they can only pwn each other all day long, until one day Kurt Russell is sent in to rescue the president after Air Force One crashes there... there's simply so much to take in that it's been a little bit difficult to process it all.

And yes, once again, looking at those patch notes, I can't help but feel a bit underwhelmed at the 3 lines Mages got. Does every other class really need that much more fixing than us? Really? Still, what's there deserves some analysis. We're not getting much, fellow Mages, but what we are getting is fairly significant. So let's all stop staring at the 72 changes Death Knights and Paladins got for a few minutes and have a little talk about the notes for Mages, such as they are.

One nice thing about the lack of changes we're getting: according to the brand new Mage Q&A, Blizzard thinks we're fine, which of course explains why we're not getting messed around with. More on that next week, after I've had a chance to make my peace with God and get my affairs in order. In fact, Blizzard has long suggested a direct corollary between the amount of changes a class is receiving and the general status of the class. Looking at the patch notes, I can't help but notice the following: Mage changes: 3... Warlock changes: 8. I'm looking at this as statistical proof that Warlocks are almost three times as screwed up as Mages. It's good to see Blizzard accept what I have always known: Mages are way better than Warlocks. Just like I've always said.

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Arcane Brilliance: Highly ineffective!



Each week Arcane Brilliance puts on its game face and comes to play. It always gives 110% and leaves everything on the field. In fact, you might say that Arcane Brilliance just wants it more than the other team. Or something.

I think we can all agree that the first few Mega Man games were awesome. In case you just moved here from rural Nepal, or were raised Amish, or just awoke from a thirty-year coma or something, let me tell you why. The graphics were astounding for the era, the music was and always will be some of the catchiest game music ever created, and the games were incredibly challenging and fun. The Mega Man series introduced us to an awesome gameplay concept: you start out as a small blue robot with a tiny little pea-shooter on his arm, but each time you kill one of the games multiple robotic bosses, you get to use its special weapon from that point on. You kill Crash Man, you get to use his bombs. Take out Quick Man, you get to use his sweet, sweet boomerangs. Metal Man lends you the use of his metal blades. Much like in WoW, each time you bested one of the game's bosses, you couldn't wait to see what new weapon would drop from him. You worked your way through each level, dying repeatedly, trying out new strategies, until you finally downed the boss and claimed your reward, and for the most part, the reward was worth the effort.

Except for Mega Man 2's Bubble Man. His weapon sucked. It was called the Bubble Lead, and it was terrible. This special weapon was a large ball that rolled along the ground really, really slowly, crushing the dreams of young gamers everywhere as it went. It was kind of powerful when it hit, but so cumbersome and difficult to use that nobody ever bothered. The first time you equipped it and tried it out, excited to see what your new weapon could do, you watched that big slow ball of disappointment roll across the screen, and you swore to never use it again. Then you got to the last boss and discovered that the Bubble Lead was the only weapon that could really damage it. Yes, Mega Man 2 is awesome, but it is also iron-clad proof that game designers in the 80's hated us.

Similarly there are several spells in World of Warcraft that also suck. Every class has a couple. And though Mages are otherwise awesome, even we have a couple of bona fide stinkers.

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More on Black Arrow and Lock and Load

The Hunter's Mark examined what's going on behind the Hunter talent Lock and Load a little while ago, and last week Atkallen did a follow up post getting down into the nitty gritty of the numbers a little further. Essentially, he charges that you're looking at an LnL proc for about 2-4% uptime during a four hour raid -- that is, for about 4% of the time, you've got Lock and Load giving you free Explosive Shots with no cooldown and no mana cost. And as he says, that's the "applied" time -- since LnL disappears as you use it, odds are that the real time you have it available will be much less.

He also tracks that time from 3.1 to 3.1.2, and says he's found data that confirms his previous theory: that it was more than the tooltip that needed changing during the last patch. Before the patch, he was looking at 11% uptime during three Ulduar fights, and after the patch, that's dropped down to 6%. Blizzard said they were only changing the tooltip, but that doesn't seem to be the case.

Finally, he stands by a notion that a lot of our commenters debated last time: that LnL is proccing more after 3.1, even though the mechanics claim that it shouldn't be. I haven't had a lot of personal playtime with it post-patch, but there are two different conclusions to take away here. First: LnL, in conjunction with Black Arrow and Resourcefulness, is a definite force for DPS in the Survival spec no matter how often it's proccing. And second: there still may be something else going on here behind the scenes -- the removal of the cooldown is almost definitely a factor, and Blizzard may be playing around with the RNG more than they're letting on.

Arcane Brilliance: Reaching the hit cap



Each week Arcane Brilliance chats a bit about Mages and all things Mage-related. You may wonder what Arcane Brilliance likes to discuss the rest of the week. Even if you don't wonder that, Arcane Brilliance is going to tell you: It's still Mages. Yes, Arcane Brilliance pretty much talks about Mages constantly, even when it is wildly inappropriate to do so: at the dinner table...during business meetings...in church...at funerals...off-topic on completely unrelated message boards...Arcane Brilliance doesn't get invited to very many parties, in case you were curious.

When people see me in public, they often ask me, "Christian, how can I get my Mage hit capped?" It's probably the most common question I get, right up there with "Why are you so awesome?" and "Where are your pants?"

Okay, that's a lie. Nobody ever approaches me in public, and nobody asks me any of those questions, except for maybe the one about the location of my pants. That's a whole other story, and my attorney has advised me not to speak of it. Still, reaching the hit cap is something every Mage should be striving toward, but far too many of us either don't realize how important it is, or don't know enough about how to get there effectively. Fear not. Arcane Brilliance is here to explain the mysteries of the hit cap to you. The good news? It isn't nearly as complicated as you may think.

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Scattered Shots: Where to find Hunter information

Dwarf HunterWoW.com decided it was time to bring back some Hunter luvin'. It was that or they just needed a new Dwarf to pick on. So now you got me Eddie "Brigwyn" Carrington from The Hunting Lodge. Make sure to drop by here every Thursday as we explore what it takes to play a Hunter.

Have you ever caught yourself wondering, "Hmm... where I should go for my next upgrade?" Or how about "I wonder what pet I should get for raiding?" Another favorite of mine is "What spec should I use for raiding?" (This is always a trap. Even if you give a solid spec, someone will always find a something wrong with it.) For these types of questions, I feel it's always better to follow the maxim "Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for a lifetime."

What's my point? Well, it seems that many Hunters don't know that there is a wealth of information out there. I would bet that there is probably a resource that can help answer all of your questions. You just need to know where to look.

For solid information, we all know about Elitist Jerks. But sometimes finding you can't help but say to yourself, "There has to be an easier way." Believe it or not, there is. There are many other resources and sites out there.

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Possible hidden mechanics behind Lock and Load

The Hunter's Mark's Atkallen takes a good look at one of my new favorite Hunter abilities: Lock and Load. I'm pretty late to the party on this one (BigRedKitty showed us all how awesome it was a while back), but ever since I went dual spec and started raiding Survivalist, most of my time is just spent waiting for a Lock and Load proc. And oh boy, when it hits twice in a row and I can throw off Explosive Shots for free on just a global cooldown, look out.

But Atkallen's post suggests something a little sneakier about the buff, which procs off of any trap snares or damage, or, more commonly, off of Black Arrow, another Survivalist talent. It used to proc off of Serpent Sting, from 3 to 10 percent of the time according to how many points you put into the talent, and when it was changed to the current form and lowered to 2, 4, and 6 percent, most Hunters worried that they wouldn't see it pop up as much. But here's the thing, and I can attest: it still shows up all the time.

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Choose My Adventure: The birth of Turpen, Gnome Warlock

WoW.com readers, it's up to you to decide the fate of Turpen the Gnome Warlock with Choose My Adventure. Help test the site's new features by participating in this event, casting your vote toward the many aspects of Turpen and following his exploits on Alex Ziebart's WoW.com profile!

The polls are closed and the votes have been tallied. The audience has decided that for this little experiment, I am going to play a Gnome Warlock while I track my misadventures on my profile. As mentioned in the original post, most of the decisions regarding this character's growth will be made by you, our readers. I'll give weekly updates on my progress via the blog here, but so much more will be happening over on my profile. I've already started a photo album which will contain screenshots of my little 'lock as he goes from level 1 to level 80.

I've already rolled the character and I've named him Turpen, in homage to a certain Englishman on the WoW.com team. I've decided to play a male, because... well, I usually play female characters as you can see on my character list. Let's be different this time around! However, dear readers, there is still more for you to decide. There are three polls behind the cut below. Professions and my talent tree.

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Equipment manager and dual talents won't mix

Now, I was under the impression that Blizzard eventually wanted to combine the dual specs and equipment manager features -- they were taking their sweet time making sure it was exactly right, but eventually when you switched specs, you'd be able to switch into the gear you wanted at the same time. But apparently that's not the case: the lovely Nethaera over on the forums says that no, there are no plans to connect the two. They believe that many people will want to change specs and gear at different times, so you'll still have to press two buttons if you just have two gear sets for two specs.

Fortunately, that functionality is filled in very well with addons, and Eliah did a nice writeup last month of how to do it with a few of the available addons out there. Which is probably why Blizzard isn't doing it -- we've heard at the BlizzCon UI panel that they're more than happy to let addon authors fill in the extra functionality that they believe only a few players are looking for. And as you can see in the thread, there are macros that will tie them together as well.

Better for Blizzard to get to work on something else than put together functionality that those who really need can already find. But yes, if you're waiting for an official solution to switching gear and specs at the same time, look elsewhere.

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