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Nov 27, I was trying out BM today for the first time today, and I was pretty shocked with how much damage I was able to do with just arcane shot and kill command. You should use Trueshot when it Lick king shot rotaion the fight best. Other than that, you should try to use it during Careful Aim. Other than that, try to use it when Aimed Shot Lick king shot rotaion Rapid Fire are both Lick king shot rotaion cooldown.

During Trueshot itself, your goal is to maximize your Aimed Shot s, spending every Master Marksman proc and filling in with Rapid Fire when neither of those are available. Thus, the Trueshot priority looks something like this:.

On 3 targets, your general rotation is the same, but there are a few changes to keep in mind. These changed are summarized in the priority system below. This section describes the recommended way to start the fight as a Marksmanship Hunter. It assumes you are using the recommended single-target talents for the spec.

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This section describes how to best open on fights that have AoE from the beginning, such as Champions of the Light, King Rastakhan, and Jaina.

Master Marksman Lick king shot rotaion not change your rotation in any fundamental way. You should be aware of when it is up so that you know Lick king shot rotaion your Arcane and Multi-Shot will not cost any Lick king shot rotaion, as this helps manage your Focus correctly.

Serpent Sting is a DoT that should be kept up at all times. You can refresh it with 3 seconds remaining and not waste any of its duration. A Murder of Crows should be cast on cooldown. You can get even more damage out of it by Lick king shot rotaion it on targets that are about 10 seconds from dying. When they die, this will reset the cooldown of the ability and allow you to use it again for a large damage boost. Careful Aim does not change anything fundamental in your rotation, although you do want to try and use Trueshot when it is active.

Volley does not change anything in your rotation. Explosive Shot should Lick king shot rotaion used on as many targets as possible. If you are only fighting one target, it should be used on cooldown and delayed as little as possible. It has a lower priority than Rapid Fire and Aimed Shot. Pornstar giving blowjob is worth it to delay it significantly if you can hit multiple targets.

Steady Focus encourages casting Steady Shot in multiples that are grouped up together. Instead of going Steady Shot, Arcane Shot, Steady Shot, you would always move the Arcane Shot either in front of or behind the two Steady Shots to ensure you benefit from the buff as much as possible.

Lick king shot rotaion

Streamline essentially increases your Rapid Fire Focus regeneration by 2. It does not change your rotation in any meaningful way. Hunter's Mark should be applied to the primary target you are fighting. It is on the Global Cooldown, meaning that if you are swapping targets, you Lick king shot rotaion be doing a significant amount of damage to it before it is worth spending your Hunter's Mark on it.

It is generally worth re-marking anything that you are going to attack for more than seconds. This can also depend on how important the target is to kill. It does not have a significant effect on your rotation, here it helps to be aware of your Rapid Fire cooldown so that you can react to a proc more quickly.

Barrage should not be used on a single target Lick king shot rotaion you have chosen the talent, unless you are in a situation where you need to burn a lot of Focus quickly for any reason. It should be used on cooldown if you are fighting 2 targets or above.

Calling the Shots does not have Lick king shot rotaion fundamental effect on your rotation. Lock and Load procs should be used as soon as possible, but you should always attempt to spend any Precise Shots procs that you have already before using the procced Aimed Shot.

About Steady Shot in WoTLK...

Piercing Shot should be used on click. It is worth delaying it if you can hit multiple targets with it however. If you can hit 2 targets, it is worth delaying up to 7 seconds to make that happen. If you can hit 3, it is worth delaying even more. This guide has been written by Azorthariona theorycrafter of Lick king shot rotaion things Hunter-related for many years.

Mlif naked Watch PORN Movies Venlo sex. More AP for you and your pet, plus no mana cost which translates into less time in Viper and more mana to use for special shots. BM has a massive DoT that attacks regardless of movemeent, and SV has an incredibly powerful insta-cast, non-armor-mitigating fire bomb available every 6 seconds. Improved Barrage could be considered good for PvP, but not due to the uninterruptable Volley. I only ever use Volley as a second Flare. What are you talking about? And this is a fact, not an assumption. However, at the time of writing, IHM was a better use of 3 points than Improved Barrage for beginning raiders. Around armor pen you should investigate the following build. Also note that the glyph of Aimed shot is in use as well as Glyph of the Hawk for more Aimed Shots and more Autoshots. In this spec I take arcane shot off my bars completely and focus on chimera, aimed, and steady. It is VERY useful if not downright mandatory in a raid environment for the mana regeneration every time you pop Rapid Fire, which should be twice every 3 mins. I have armor pen and I tried different builds at femaledwarf. In all cases it resulted in a DPS loss. Yes this is true. You will be amazed at how this brilliant solution by outdps. I tell you this because I was one of those hunters who typically switch to Viper and keep up the normal rotation, until mana is high enough. Well in that case yes, Viper kills your DPS a lot because you sacrifice good shots like Chimera and still consume mana to use them. When I started using the outdps idea it was like I switched to Tier10 gear. Dalaila can you provide some screenshots of your dps using that viper-steady tactic? I am curious is it really that good, because personally, i use it only when my pool is empty, and so far i can say it is affecting my dps for like at least. As is the case with everything I post on this site, I researched everything and questioned everything I already knew. Singe target damage is what really matters here. As SV, I very rarely ever have to go into Viper. As MM, I was relying upon it quite a bit. Having said that, I do appreciate the added bit about using Steady exclusively while in Dragonhawk. That is definitely worth mentioning. Mana regeneration is usually a problem in 5man only. In 10 and 25man can be handled quite good totems, pally Wisdom, …. Nov 28, I don't use serpent sting really at all as bm. Can't cc targets when they are like that. Generally they are the same, but I may shoot off two rotations granted the mobs have more health and armor. Multishot is a very situational shot. Before I consider using multishot , I run this checklist through my head: Is there a possible add I may pull? Is there currently a mob sapped, frozen, or polymorphed? Does the tank have aggro for all possible mobs also if the OT has aggro? Use multishot wisely. Your job in this role is to take adds out of the combat for a while. You can do this by utilizing Freezing Trap. Freezing Trap can be used for this purpose to take a mob out of combat for at least 15 seconds, with a maximum of 20 seconds per trap. With the Clever Traps talent Freezing Trap can be as viable at crowd control as a mage's Polymorph , taking a mob out of combat for up to 26 seconds. The cooldown since Burning Crusade has since decreased and can be used in combat, much to the boon of Hunters everywhere. A trap can be laid, then once the trap has sufficiently cooled down, the hunter can place another, effectively chain-trapping a mob. Hunters can also learn the talent-ability Wyvern Sting to sleep any non elemental targets that are immune to ice trap are also immune to Wyvern Sting targets for 12 seconds, then causing mid-level nature damage once released. Armed with Wyvern Sting, a hunter can trap one mob, fear one beast, and sleep one humanoid, while pet-tanking one more -- all at the same time. Hunters as a class have no resurrection ability. However, there are three Engineering devices available that have the possibility to resurrect another party member out of combat: The Hunter in question must have the appropriate level of Engineering skill, and must Feign Death in a safe location in anticipation of a party wipe. If your feigh death is on cooldown, Gnomish Cloaking Device may come in handy. Once out of combat s he may approach the corpse of a resurrecting class and use the cables. The cables are not soulbound and may be passed to another player who has the appropriate level of engineering skill and who has not used the cables in the last 30 minutes. If a Shaman is in the party, the cables should be tried before resorting to Reincarnation. Rogues can employ a similar tactic with Vanish. Mages can employ a similar tactic with Invisibility. If you happen to party with multiple Hunters make sure each of you knows which Sting to use. Each Hunter can have only one Sting active on the mob at a time. If you have two Hunters, that's two Stings that can be on the mob. Ask your fellow Hunter to cast one Sting while you cast the other. Both Hunters should fight away from each other so if the mob attacks one of you, the other Hunter can still fire from range. Multiple Hunters of different talent specialisations also synergise extremely well. Have a Beast Mastery Hunter in your group focus exclusively on ranged damage, which is Beast Mastery's forte, while a Survival Hunter could be the dedicated crowd controller for a group, as Survival's damage output is not as strong as that of Beast Mastery, but it's crowd control options are among the most effective in the game. Marksmanship's specialty is extremely high powered burst damage over short periods, but it is not sustainable over time, due to that tree's mana efficiency issues. Damage , expansion , fun , Gameplay , gaming , hunter , marksman , marksmanship , MM , northrend , raiding , S3D , sarth3D , sartharion , spec , talent , talents , thoughts , warcraft , world of warcraft , wotlk , wow , wrath of the lich king. Damage , expansion , fun , Gameplay , gaming , gear , geek , hunter , ideas , marksman , marksmanship , MM , naxxramas , northrend , patch 3. Precast Double Tap with around 10 seconds remaining on the pull-timer. Make sure to apply Hunter's Mark before the pull, if you are using this talent. Just before the encounter starts, use your combat potion. Start casting Aimed Shot roughly 2 seconds before the fight begins. Cast Rapid Fire. Cast Arcane Shot to spend your Master Marksman proc. Cast Trueshot. Cast Aimed Shot. Cast Trueshot around 1. Cast Multi-Shot. Follow the Trueshot Rotation above until Trueshot ends, and then proceed with the normal rotation. Talents and the Rotation 6. Tier 1 Talents Master Marksman does not change your rotation in any fundamental way. Tier 2 Talents Careful Aim does not change anything fundamental in your rotation, although you do want to try and use Trueshot when it is active. Tier 4 Talents Steady Focus encourages casting Steady Shot in multiples that are grouped up together. This page has been reviewed for Crucible of Storms and no changes are necessary. Updated the single-target opener slightly. Added a multi-target opener. Expanded a little on some rotational subtleties. Updated the recommended usage of Double Tap significantly, and added an optional step to the opener. Changed the recommended usage of Double Tap slightly included mention of Careful Aim. Added a dedicated paragraph about Double Tap usage with Calling the Shots. Updated the opener slightly removed an Arcane Shot, as you do not want to spend Master Marksman procs while already Focus capped. Expanded slightly on Lethal Shots' role in the rotation. Added Double Tap to the opener and rotation. Updated the rotation, opener, Talents and cooldown usage for Patch 8. Various updates. Updated Trueshot criteria slightly. Added note about Careful Aim affecting Trueshot usage. Changed Trueshot's position and criteria in the opener. Rotational updates. Updated the rotations and split it into 2 builds. Updated the Trueshot section vastly. Added a note of Aimed Shot's high priority when it is about to reach 2 charges. Added a clarifying note that Lethal Shots procs on AoE are best spent on Rapid Fire, but that will not always be possible. Cut down the size of the rotation and altered the format. Edited the rotation slightly, mostly for ease of understanding. Added a rarely used line to the Lethal Shots rotation. Updated the opener sequence to be easier to react to and execute. Added Trueshot to the rotation priority list. Added checklists to the rotation, to make it easier to distinguish between the playstyles of different talents. Updated the Marksmanship Hunter rotation to be more clear on single-target priorities, and multi-target changes to the playstyle. Updated for Battle for Azeroth release. Significant updates to the general playstyle with Lethal Shots, and updated the rotation with a new format. For a full analysis of the changes, please see our Wrath Marksmanship Analysis article. A good chunk of the new deep tree Beastmastery talents focus on creating synergies between Hunters, pets, and each other, and through that, creating new ways to deal with some of the current complaints about Hunters, namely in the area of mana regeneration and pet aggro capabilities. Invigoration is a new talent on the point tier. Certainly, Hunters have been clamoring for more methods of mana regeneration that are more convenient than Aspect of the Viper and less expensive than chain-chugging mana potions , and this definitely looks to fit the bill at first glance, especially if Kill Command counts as a special ability. However, preliminary reports from the Beta servers suggest that there is some sort of internal cooldown on this ability though, which could be a concern: If the cooldown is too long, this ability may not be as helpful as it seems. In the 40 point tier lies a new talent that should not only increase pet DPS by a handy amount, but also synergizes well with Invigoration. That means that every Cobra Strike has the chance of triggering at least one hit of Invigoration, depending on any Internal cooldowns. Given that a Hunter should be constantly cranking out Steady Shots and Arcane shots, especially with the clipping changes, it seems that, barring any restrictive internal cooldowns, this talent should up quite often, providing more pet-based DPS and more chances for Invigorate to give back some mana to the Hunter, not to mention more chances for Ferocious Inspiration and Frenzy to activate. Longevity is another new talent on the 40 point tier. That means that Bestial Wrath will cool down in just under a minute and a half, allowing PvPers more chances to break free of snares, roots and stuns and PvE types more chances to unleash a burst of damage. That also means that Growl will lose a second and a half of cooldown time, allowing more growls and more threat output by your pet for soloing, especially when combined with Improved Growl in the Tenacity pet talent tree. First of all, we have to decide which pet do we need. In terms of PVE and Raiding our top 3 pets are:. Talent tree for our pet is Ferocity. Unlike Beast Mastery Hunters we can't tame Exotic Creatures and don't have those extra 4 talent points..

He is an accomplished player with dozen of top parses Lick king shot rotaion all specs throughout the game's history.

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Healing Guide. Death Knight. However, the side effect is that multi may behave slightly erratically during shot rotations.

Fat Womenxxxx Watch Sex Videos Lexi nude. BM pvp is really easy, just mark, kc, serpent sting, arcane shot till out of focus then cobra spam. Nov 28, I don't use serpent sting really at all as bm. Can't cc targets when they are like that. Gems are situational and depend on the build and equipment. They are used to reach the required stat caps. Armor penetration is a priority. Go for Agility only after an Armor Penetration soft cap. Use it always when available, interrupt the rotation if needed. Mind you, the question remains, are the top tier pointers worth it? In some cases, that's not really a given. Call of the Wild , while it looks powerful, only reaches 20 yards, meaning it will miss hitting the Hunter in a lot of situations, and takes focus, meaning the Hunter will likely have to temporarily deactivate all autocasts just to save the focus to use it. Roar of Fortitude suffers the same problems. Right now, I'm hoping for genuinely unique and powerful abilities for the exotic pets, and a revamp of some of the top tier pet talents to make them more useful -- a lowering of the focus cost and a widening of the range on the buffs would be lovely, to start. Overall, the new Beastmastery talent look very promising, there's just a few issues that need to be addressed to make sure they're all that they can be:. If all three of those issues are properly dealt with, Beastmastery will remain a very strong tree and a good option for all your huntery needs in the grind and beyond. The Buyer's Guide. US Edition. Log in. Sign up. Show More Results. Ford's noise-cancelling doghouse keeps pups calm during fireworks. The best water fountain for cats and dogs. Also some pre-TBC content has been moved to the Discussion area to preserve it. The general strategy for a Hunter is combat at range. This section will refer to PvE battles, not PvP. The general strategy for a Hunter in solo play involves set up and kiting. This can be done using the AddOn called Omen. If the threat being generated by the Hunter exceeds that generated by the pet, the attention of the mob being attacked may be diverted from the pet to the Hunter, and the mob may then move into the Hunter's melee range. If this occurs, the Hunter is then forced to either rely on her vestigial melee abilities to kill the mob, or to use the [Feign Death] ability to cause the mob to return to the pet. Given that Feign Death is not learned until level 32, it is of vital importance to new Hunters to begin to learn threat management as early as possible. As Feign Death is not only on a 30 second cooldown, but is also prone to failure on occasion, the ability to regulate threat is a vital skill, which will serve a Hunter well throughout the entirety of their career. At level 44 the Hunter has the opportunity to become a better solo fighting machine. Previously only the gorilla had access to the [Thunderstomp] ability, but now it is a talent nested in the Tenacity pet tree learnable at level Initially apply an Aspect: The reason to let the pet attack first is to establish aggro. This allows you to stay at range, where you are much more effective; hunter ranged damage is significantly higher than melee damage. Generally, the use of traps is reserved for special situations such as when you are expecting to pull multiple mobs. In that case, set a Freezing Trap and then send the pet in to establish aggro on your preferred target. Once the pet has activated the mobs use [Multi-Shot] to aggro the add and pull it over the trap to immobilize it. Alternatively, the healing aggro from [Mend Pet] can pull the add off your pet and straight into your trap. You can dispense with the trap if your pet is strong enough to take the hits from multiple mobs. Do not DoT a mob you intend to trap. Kiting is a concept that all Hunters should learn. Most Hunters will find it unnecessary until later levels, and might never use it if they never tackle hard battles. The basic premise of kiting is keeping your range while dealing damage. The generic way it's done is like this: If the mob is running faster than you, or you can no way get far enough away to kite this way, or there is no path you can kite on, you may need the help of a group instead. Kiting Bosses in Instances When kiting bosses in instances, it is important that the mob doesn't strike you. This can be achieved by using Aspect of the Cheetah , but to avoid the daze effect of being struck, it is best to stay out of melee range. As with any kiting, this can be achieved by shifting the camera by holding down the right mouse button and dragging either to the left or the right. If you drag by about 45 degrees, it will allow you to maintain your forward momentum in approximately the same direction, and allow you to use instant cast abilities such as Arcane Shot, Concussive Shot and Serpent's Sting to make sure the boss keeps following you, but not get close enough to hit you. This would be of particular use when you need to pull a boss away from a large group of mobs that would come to its aid if you attempted to attack it directly. See also: Jump-Kiting, Skirmish Kiting and Kiting in instances. Many of the tactics on this page are pre-BC. All hunters should take advantage of the powerful benefits of Steady Shot. Steady Shot has a casting time of 1. This means that Hunters can fire Steady Shots while waiting for their next auto-shot to be ready. Depending on the speed of the Hunter's ranged weapon, multiple Steady Shots may be able to be fired before the auto-shot is ready. You will be amazed at how this brilliant solution by outdps. I tell you this because I was one of those hunters who typically switch to Viper and keep up the normal rotation, until mana is high enough. Well in that case yes, Viper kills your DPS a lot because you sacrifice good shots like Chimera and still consume mana to use them. When I started using the outdps idea it was like I switched to Tier10 gear. Dalaila can you provide some screenshots of your dps using that viper-steady tactic? I am curious is it really that good, because personally, i use it only when my pool is empty, and so far i can say it is affecting my dps for like at least. As is the case with everything I post on this site, I researched everything and questioned everything I already knew. Singe target damage is what really matters here. As SV, I very rarely ever have to go into Viper. As MM, I was relying upon it quite a bit. Having said that, I do appreciate the added bit about using Steady exclusively while in Dragonhawk. That is definitely worth mentioning. Mana regeneration is usually a problem in 5man only. In 10 and 25man can be handled quite good totems, pally Wisdom, …. Anyway, learning to switch aspects in the correct way see below is the basic rule for a good MM rotation. Why just Steady? Continue your rotation in Hawk until all of your shots except Steady are on CD. When all of them are on CD again, switch to Viper and cast 2x Steady. The simplified shot rotation for mana regen assuming Silencing Shot is macroed in your shots, so I wont include it here is:. Your strongest shots Chimera, Arcane, … will always hit under Hawk. Your email address will not be published. Notify me of new posts by email. The shot selection is more diverse than Beast Mastery, yet not as complicated as Survival. Huge burst capability — With properly timed Readiness , Marksmanship provides outstanding burst damage within a relatively small window. The Cons: Less mana efficient — While the tree does offer its share of regen talents, you get less ROI than you do with the Survival regen talents. Marksmanship requires more mana pool micromanagement than the other two specs. Glyph of Kill Shot — A solid glyph for all builds. Players with higher latency may not see the added benefit from this glyph and therefore may be better of with my next suggestion. Glyph of the Hawk — This is a good 3rd choice, as a good portion of the damage output from this spec is via hasted Auto Shots. However, if you are not keen on using a wolf, then other possible suggestions would be: This is what it looks like: Up next… The Raiding Hunter: Elemental PvP. Enhancement PvP. Affliction PvP. Demonology PvP. Destruction PvP. Arms PvP. Fury PvP. Crucible of Storms. The Restless Cabal. Battle of Dazar'alor. Champion of the Light. Grong, the Revenant. Grong, the Jungle Lord. Jadefire Masters. Conclave of the Chosen. King Rastakhan. High Tinker Mekkatorque. Stormwall Blockade. Jaina Proudmoore. Uldir Overview. Fetid Devourer. Zek'voz, Herald of N'Zoth. Zul, Reborn. Mythrax the Unraveler. Older Raids and Dungeons. Tomb of Sargeras. The Nighthold. Trial of Valor. The Emerald Nightmare. Hellfire Citadel. Blackrock Foundry. Siege of Orgrimmar. Throne of Thunder. Terrace of Endless Spring. Heart of Fear. Mogu'shan Vaults. Dragon Soul. Baradin Hold. Blackwing Descent. Throne of the Four Winds. Bastion of Twilight. Pre-WoD Dungeons. Brawler's Guild Guide. Thog Hammerspace. Grandpa Grumplefloot. Phillip Carter Tracey. Johnny Awesome. Mama Stormstout. Farmer Xiang-Su. Warhammer Council. Millie Watt..

It still fires once during the 1. Aimed Shot is never used in current shot rotations. Not only does it fire slowly and not provide remarkable DPS, but it also resets the auto shot timer Lick king shot rotaion auto will never fire when Aimed is complete, unlike steady shot. Auto shot delays the triggering of special attacks. Rather than strictly clobbering players as punishment for not having superhuman precision in timing their Lick king shot rotaion usage, this means that players can more comfortably execute a rotation.

However, because cooldowns and cast times seem to start Lick king shot rotaion soon as the ability is initiated by the player, it is possible to make Steady Shot fire at a faster rate than it should be able to. This has given rise to a new rotation It is possible to chain fire Steady Shot. Under the examples given previously, it would seem that auto shot would get clobbered by the second steady shot before finishing, and then a third would fire and a fourth would start, which would again clobber autoshot.

Every second Lick king shot rotaion shot would delay auto shot. And this would be correct. However, due to the changes in here 2. A player can start a steady shot and Lick king shot rotaion it is within the first 0. Players have come to click here realization that deliberately wailing on their character's steady shot key will cause two steady shots to go off for every auto shot that fires.

Because Lick king shot rotaion the lopsided release pattern that results from the delaying, very frequently, only one steady is completed before an autoshot fires. Sexy women in thongs having sex a result, hunters have taken to calling this rotation "3: Effective use of the 3: The haste requirement means that it is almost exclusively used by beast masters.

However, it provides an alternative for weapons that are slower than the previously-ideal 2.

Lick king shot rotaion

Most significantly, there is no upper bound on the amount of haste a player can make use of with the 3: As a result, for comparable weapons, the 3: Both Lick king shot rotaion are superior for beast masters than 1: If they find themselves using a fast weapon, they may be able to stack enough Lick king shot rotaion to make use of one of the other two rotations.

Reading the preceding section, it should be apparent that weapon speed is rather significant to the choice of a rotation. In 10 and 25man can be handled quite good totems, pally Wisdom, …. Anyway, learning to switch aspects in the correct way see below is the basic rule for a good MM rotation.

Why just Steady? Continue your Lick king shot rotaion in Hawk until all of your shots except Steady are on CD. When all of them are on CD again, switch to Viper and cast 2x Steady.

The simplified shot rotation for mana regen assuming Silencing Shot is macroed in your shots, so I wont include it here is:.

Fack Videos Watch PORN Videos Telgu Xvideo6. Steady Focus encourages casting Steady Shot in multiples that are grouped up together. Instead of going Steady Shot, Arcane Shot, Steady Shot, you would always move the Arcane Shot either in front of or behind the two Steady Shots to ensure you benefit from the buff as much as possible. Streamline essentially increases your Rapid Fire Focus regeneration by 2. It does not change your rotation in any meaningful way. Hunter's Mark should be applied to the primary target you are fighting. It is on the Global Cooldown, meaning that if you are swapping targets, you must be doing a significant amount of damage to it before it is worth spending your Hunter's Mark on it. It is generally worth re-marking anything that you are going to attack for more than seconds. This can also depend on how important the target is to kill. It does not have a significant effect on your rotation, although it helps to be aware of your Rapid Fire cooldown so that you can react to a proc more quickly. Barrage should not be used on a single target if you have chosen the talent, unless you are in a situation where you need to burn a lot of Focus quickly for any reason. It should be used on cooldown if you are fighting 2 targets or above. Calling the Shots does not have a fundamental effect on your rotation. Lock and Load procs should be used as soon as possible, but you should always attempt to spend any Precise Shots procs that you have already before using the procced Aimed Shot. Piercing Shot should be used on cooldown. It is worth delaying it if you can hit multiple targets with it however. If you can hit 2 targets, it is worth delaying up to 7 seconds to make that happen. If you can hit 3, it is worth delaying even more. This guide has been written by Azortharion , a theorycrafter of all things Hunter-related for many years. He is an accomplished player with dozen of top parses for all specs throughout the game's history. Sign In Remember me Not recommended on shared computers. Sign in anonymously. Sign in with Facebook. World of Warcraft. Diablo III. StarCraft 2. Tanking Guide. Healing Guide. Death Knight. Leveling Up Demon Hunter. Beast Mastery. Heart of Azeroth Guide. Patch 8. Tools of the Trade. Island Expeditions. Warfronts Guide. Allied Races Guide. Leveling Guide. Level Battle Guide. Rank 3 Recipe Locations. Mission Table. Mission Table Guide. Mission Table Champions. Mission Table Advancements. Reputations in BfA. Champions of Azeroth. Tortollan Seekers. Order of Embers. Proudmoore Admiralty. Storm's Wake. The Honorbound. Talanji's Expedition. Zandalari Empire. PvP Starter. Arena Tier List. Top PvP Addons. Unholy PvP. Frost PvP. Havoc PvP. Balance PvP. Feral PvP. Gems Gems are situational and depend on the build and equipment. Relentless Earthsiege Diamond Red: In terms of PVE and Raiding our top 3 pets are: BiS Gear Armor: Add-ons Add-ons improve your gameplay by a lot. Add-ons Page. As Feign Death is not only on a 30 second cooldown, but is also prone to failure on occasion, the ability to regulate threat is a vital skill, which will serve a Hunter well throughout the entirety of their career. At level 44 the Hunter has the opportunity to become a better solo fighting machine. Previously only the gorilla had access to the [Thunderstomp] ability, but now it is a talent nested in the Tenacity pet tree learnable at level Initially apply an Aspect: The reason to let the pet attack first is to establish aggro. This allows you to stay at range, where you are much more effective; hunter ranged damage is significantly higher than melee damage. Generally, the use of traps is reserved for special situations such as when you are expecting to pull multiple mobs. In that case, set a Freezing Trap and then send the pet in to establish aggro on your preferred target. Once the pet has activated the mobs use [Multi-Shot] to aggro the add and pull it over the trap to immobilize it. Alternatively, the healing aggro from [Mend Pet] can pull the add off your pet and straight into your trap. You can dispense with the trap if your pet is strong enough to take the hits from multiple mobs. Do not DoT a mob you intend to trap. Kiting is a concept that all Hunters should learn. Most Hunters will find it unnecessary until later levels, and might never use it if they never tackle hard battles. The basic premise of kiting is keeping your range while dealing damage. The generic way it's done is like this: If the mob is running faster than you, or you can no way get far enough away to kite this way, or there is no path you can kite on, you may need the help of a group instead. Kiting Bosses in Instances When kiting bosses in instances, it is important that the mob doesn't strike you. This can be achieved by using Aspect of the Cheetah , but to avoid the daze effect of being struck, it is best to stay out of melee range. As with any kiting, this can be achieved by shifting the camera by holding down the right mouse button and dragging either to the left or the right. If you drag by about 45 degrees, it will allow you to maintain your forward momentum in approximately the same direction, and allow you to use instant cast abilities such as Arcane Shot, Concussive Shot and Serpent's Sting to make sure the boss keeps following you, but not get close enough to hit you. This would be of particular use when you need to pull a boss away from a large group of mobs that would come to its aid if you attempted to attack it directly. See also: Jump-Kiting, Skirmish Kiting and Kiting in instances. Many of the tactics on this page are pre-BC. All hunters should take advantage of the powerful benefits of Steady Shot. Steady Shot has a casting time of 1. This means that Hunters can fire Steady Shots while waiting for their next auto-shot to be ready. Depending on the speed of the Hunter's ranged weapon, multiple Steady Shots may be able to be fired before the auto-shot is ready. It is important to keep an eye on the auto-shot cooldown, as the casting of a Steady Shot will prevent an auto-shot from being fired. This is called "clipping", and will decrease DPS. There are five different traps available to the hunter. A trap skill allows you to set a trap on the ground which will stay put for 1 minute, and will activate when a mob comes within range, performing their designated function. Since patch 2. Hunter traps. At level 50, Hunters learn Steady Shot. Along with Multi-Shot 's 0. This used to create clipping problems, when Auto Shot would not fire when casting Steady Shot. This is no longer the case, so there is no longer any need for "Shot Rotations". Instead, Hunters use Shot Prioritization. In short, shot prioritization answers the question: Hunters are an interesting class because of how they do damage. They are the only class that can efficiently use ranged weapons, yet are forced into melee quite often until taming a pet at level Common wisdom is that Hunters should never melee. For the most part this is true; Hunters will do far less damage in melee and can be a liability to parties. First, there is no increased uptime for ISS procs. The uptime chance is just that, a chance. The percentage does not increase based on WHEN you fire steady shot but more importantly on how many times you fire it. More steadys means more chance BUT given the nature of our 10sec rotation and the limitations of a global cooldown, if fully hasted, you can only fit four steady shots into the rotation no matter when you fire them. Further, having aimed take up half of your ISS procs still seems like a waste of this talents full potential as Chimera is still going to give you biggest return on your investment as it does more damage than AS and requires more mana. Yes, aimed did a larger chunk of the damage pie but chimera decreased and my overall average damage was also markedly lower, all else being equal. I would however like to encourage you to share your tips and offer playstyle changes that might confer a specific advantage to using aimed glyph over hawk or kill shot. Nobody likes secrets lolz! Chimera costs more mana than Aimed and also does a larger chunk of damage and thus gains the most from ISS procs. The core rotation looks like this:. Very simple, very easy, very nice. Both Chimera and Aimed have 10sec cool downs and as soon as you fire off your fourth Steady Shot you should be able to slip right back into the beginning of the rotation. Using Aimed or Chimera Glyphs lowers their cool down and inevitably leads to the following: Armor Pen — this is a very important concept to adjusting to a purely physical DPS build. Other than that suitable replacements for my choice of Hawk would be: I have a question about keeping my spec and i would like to know what it is your important opinion. I am a dual spec hunter with sv for pve and mm for pvp ,my hunter already have all t9 set, increasing my sv stats, but talking with a high lvl hunter of my guild he said that the best think now is changing the mm for pve because the think that will drop in raids and dungeons will be better for stamina increasing my mm stats, what should i do?? Yes, ICC gear is trending toward the inclusion of a substantial amount of ArmPen, but there are very few clear cut lines dividing hunter gear from spec to spec. I agree with what Antigorius had to say in response to your question. Thing is though, the gap will be fairly small, and only noticeable once you have the proper mix of armor pen, ranged weapon, and a necessary trinket. Of course, there are other factors to consider as well, just as Antigoriuys had mentioned. The sole reason we choose this glyph as the highest dps glyph is because aparently it increases the total damage done by serpent sting making your chimera — serpent shots hit harder. Well I did a lil test to see if it actually increases the total serpent sting damage and… on a heroic training dummy, with the serpent sting glyph, my serpent sting ticks for quite less than without it. I did this test a while ago and since then i removed the glyph from my build. Ah yes, you mean the effect is weaved in Marked for Death I suppose. I forgot about it. Also, first two should always be Serpent Sting and Kill Shot. Chimera is completely out of the question, considering how physical is MM tree, 1s less cd on it will never give as much dps as using glyph of steady shot or hawk. P , Steady has no such flaws and is perfect for sustained dps. That latency makes the Chimera shot glyph much less attractive. Steady Shot glyph is bugged. It will be fixed in 3. Of course, this is my opinion as well. I consider Steady Shot glyph to be the best option for Marks in 3rd slot. Which is why I usually pvp and run dailies in survival, but swap out to my mm spec for raids. On my druid, and pally alts, their specs never seem to change much. It brings another aspect to the game that I feel other classes are lacking. Well, off to the training dummies to test some of your suggestions! Another suggestion for you Garwulf. I pulled up your Armory and I see you have a hit gem and enchant on your hands. Melee classes have strictly instant abilities, and casters have no attack they are using alongside their spells. With the exception of maybe an enhancement shaman, no other class faces the difficulty that hunters do. Steady Shot is the single most important ability hunters have for dealing damage. It has no cooldown and is very mana efficient. However, it comes with one very severe limitation that other hunter shots besides Aimed Shot do not -- it has a cast time. The reason this cast time matters is because if you are in the middle of "casting" Steady Shot when your next autoshot should fire, the auto will wait until the steady finishes. In a really bad scenario, where your bow or gun or crossbow would normally shoot every 2. See picture below. On the other hand, let's suppose a similiar shot speed and the hunter waits to cast steady shot until the next auto shot finishes. In this situation, where the hunter fires auto every 2. However, steady shot could be fired as fast as every 1. This time, the hunter is losing damage from their specials, which are also half of their damage. Have you ever sat on a bus while it was raining, and watched the two windshield wipers? Unlike a car, bus windshield wipers don't work together. Since they work on two completely separate areas, this is ok. They don't overlap at all. But imagine if your car were like that, and every once in a while one of the wipers would have to wait for the other one, or else they would hit each other from time to time. This is what hunter shot rotations are like. The auto shot and the special attacks have to be used in harmony, or else they will "clobber" each other. There's one very obvious situation where these two cycles -- auto shots and special attacks -- can line up. If you can only ever fire a steady shot or any other shot because of the Global Cooldown every 1. With the exception of Barrel-Blade Longrifle , all end-game weapons have a shot speed no faster than 2. If you can get enough haste to drop your shot speed down to close to 1. Suppose a hunter uses a Wolfslayer Sniper Rifle or another 2. That's a start. Now the hunter with the Wolfslayer has a shot speed of 1. In fact, 1. Because of latency , which is the combined effect of your connection speed and your reaction time, you're going to need an extra few tenths of a second to be able to get your special attack off anyway. About the fastest you would even consider wanting to shoot is about 1. This pattern, which would involve shooting one special attack, usually Steady Shot, between every one auto shot is called the 1:.

Your strongest shots Chimera, Arcane, … will always hit under Hawk. Your email address will not be published.

Xxxthailand Sperma Watch XXX Movies Sexy videol. Image credit:. Early Tree Changes Unlike some other trees and classes, Beastmastery's early tree has remained relatively unchanged, but there is one new talent that deserves a look. Pet Aggro, Mana Regen, and Synergies A good chunk of the new deep tree Beastmastery talents focus on creating synergies between Hunters, pets, and each other, and through that, creating new ways to deal with some of the current complaints about Hunters, namely in the area of mana regeneration and pet aggro capabilities. Aspect Mastery , or lack thereof The one place where the new Beastmastery talents really fall short is with Aspect Mastery. However, if Aspect Mastery is here to stay, there's a few ways to buff it: Double the bonuses to each aspect across the board. This gives Aspect of the Hawk a fighting chance to come close to Careful Aim in pure AP gain, and puts Aspect of the Viper and Aspect of the Monkey more toward "noticeable gain" territory. In addition to the base bonuses, make the talent "mix" the aspects. This will allow for a more permanent, meaningful bonus from the talent and lessen the penalty for a Hunter for switching between mana regeneration, defense, or DPS modes. Are Exotic Pets worth 51 points? Closing Thoughts Overall, the new Beastmastery talent look very promising, there's just a few issues that need to be addressed to make sure they're all that they can be: Make sure that any internal cooldowns on Invigoration and Cobra Strikes aren't too long. They need to be worth the point investment. Aspect Mastery either needs some serious buffs or total replacement. Make sure that the top tier pet talents and the unique abilities of exotic pets are strong enough to make Beast Mastery worth the 51 points. Scattered Shots brings you analysis, guides, and news you can use for the Hunter class every week. From Hunter trade skills to Hunter mana usage , we have it all. Dairina gmail. Diaries of a Marksman Hunter Size does matter. Closer Look at Piercing Shots 3. Site Hits , Hits. This can be done using the AddOn called Omen. If the threat being generated by the Hunter exceeds that generated by the pet, the attention of the mob being attacked may be diverted from the pet to the Hunter, and the mob may then move into the Hunter's melee range. If this occurs, the Hunter is then forced to either rely on her vestigial melee abilities to kill the mob, or to use the [Feign Death] ability to cause the mob to return to the pet. Given that Feign Death is not learned until level 32, it is of vital importance to new Hunters to begin to learn threat management as early as possible. As Feign Death is not only on a 30 second cooldown, but is also prone to failure on occasion, the ability to regulate threat is a vital skill, which will serve a Hunter well throughout the entirety of their career. At level 44 the Hunter has the opportunity to become a better solo fighting machine. Previously only the gorilla had access to the [Thunderstomp] ability, but now it is a talent nested in the Tenacity pet tree learnable at level Initially apply an Aspect: The reason to let the pet attack first is to establish aggro. This allows you to stay at range, where you are much more effective; hunter ranged damage is significantly higher than melee damage. Generally, the use of traps is reserved for special situations such as when you are expecting to pull multiple mobs. In that case, set a Freezing Trap and then send the pet in to establish aggro on your preferred target. Once the pet has activated the mobs use [Multi-Shot] to aggro the add and pull it over the trap to immobilize it. Alternatively, the healing aggro from [Mend Pet] can pull the add off your pet and straight into your trap. You can dispense with the trap if your pet is strong enough to take the hits from multiple mobs. Do not DoT a mob you intend to trap. Kiting is a concept that all Hunters should learn. Most Hunters will find it unnecessary until later levels, and might never use it if they never tackle hard battles. The basic premise of kiting is keeping your range while dealing damage. The generic way it's done is like this: If the mob is running faster than you, or you can no way get far enough away to kite this way, or there is no path you can kite on, you may need the help of a group instead. Kiting Bosses in Instances When kiting bosses in instances, it is important that the mob doesn't strike you. This can be achieved by using Aspect of the Cheetah , but to avoid the daze effect of being struck, it is best to stay out of melee range. As with any kiting, this can be achieved by shifting the camera by holding down the right mouse button and dragging either to the left or the right. If you drag by about 45 degrees, it will allow you to maintain your forward momentum in approximately the same direction, and allow you to use instant cast abilities such as Arcane Shot, Concussive Shot and Serpent's Sting to make sure the boss keeps following you, but not get close enough to hit you. This would be of particular use when you need to pull a boss away from a large group of mobs that would come to its aid if you attempted to attack it directly. See also: Jump-Kiting, Skirmish Kiting and Kiting in instances. Many of the tactics on this page are pre-BC. All hunters should take advantage of the powerful benefits of Steady Shot. Steady Shot has a casting time of 1. This means that Hunters can fire Steady Shots while waiting for their next auto-shot to be ready. Depending on the speed of the Hunter's ranged weapon, multiple Steady Shots may be able to be fired before the auto-shot is ready. It is important to keep an eye on the auto-shot cooldown, as the casting of a Steady Shot will prevent an auto-shot from being fired. This is called "clipping", and will decrease DPS. There are five different traps available to the hunter. A trap skill allows you to set a trap on the ground which will stay put for 1 minute, and will activate when a mob comes within range, performing their designated function. Since patch 2. Hunter traps. At level 50, Hunters learn Steady Shot. Along with Multi-Shot 's 0. This used to create clipping problems, when Auto Shot would not fire when casting Steady Shot. This is no longer the case, so there is no longer any need for "Shot Rotations". Instead, Hunters use Shot Prioritization. In short, shot prioritization answers the question: BM pvp is really easy, just mark, kc, serpent sting, arcane shot till out of focus then cobra spam. Nov 28, I don't use serpent sting really at all as bm. Can't cc targets when they are like that. I just spam arcane shots and refill with cobra. Armies of Legionfall. Court of Farondis. The Dreamweavers. Highmountain Tribe. The Nightfallen. The Valarjar. The Wardens. Hand of the Prophet. Vol'jin's Headhunters. Order of the Awakened. The Saberstalkers. Council of Exarchs. Frostwolf Orcs. Laughing Skull Orcs. Sha'tari Defense. Arakkoa Outcasts. Golden Lotus. The Anglers. The August Celestials. The Klaxxi. The Tillers. Completed Quests Checker. Class Order Halls. Greater Invasion Points. Invasion Points. Broken Shore. Tanaan Jungle Dailies. Timeless Isle. Isle of Thunder. Darkmoon Faire. Dominance Offensive. Firelands Dailies. Seasonal Events. Pirates' Day. Harvest Festival. Hallow's End. Day of the Dead. Pilgrim's Bounty. Feast of Winter Veil. Lunar Festival. Love is in the Air. Children's Week. Midsummer Fire Festival. Armor Sets. Item Models. All Items. PATCH 8. What is Coming in Patch 8. Last updated on Apr 14, at Pages in this Guide Hunter Leveling Guide. Marksmanship Hunter PvP Guide. Marksmanship Hunter Single-Target Rotation 3. Multi-Target Rotation for Marksmanship Hunter 4. Opener Sequence for Marksmanship Hunter. Talents and the Rotation 7. Important Abilities, Procs and The General Rotation of Marksmanship Hunter To play Marksmanship, there are a few basic mechanics you must understand to fully unlock the potential of the spec. During Careful Aim , spend it on Aimed Shot. Otherwise, spend it on Rapid Fire. Cast Aimed Shot on cooldown, but only when Precise Shots is down. Cast Rapid Fire on cooldown. Using it to stay at a low amount of Focus is fine..

Notify me Lick king shot rotaion new posts by email. The shot selection is more diverse than Beast Mastery, yet not as complicated as Survival.

Huge burst capability — With properly timed ReadinessMarksmanship provides outstanding burst damage within a relatively small window. The Cons: Less mana efficient — While the Lick king shot rotaion does offer its share of regen talents, you get less ROI than you do with the Survival regen talents.

Marksmanship requires more mana pool micromanagement than the other two specs. Glyph of Kill Shot — A solid glyph for all builds. Players with higher latency may not see the added benefit from this glyph and therefore may be better of with my Lick king shot rotaion suggestion. Glyph of the Hawk — This is a good 3rd choice, as a good portion of the damage output from this spec is via hasted Auto Shots. However, if you are not keen on using a wolf, then other possible suggestions would be: This is what it looks like: Up next… The Raiding Hunter: Thanks, —Turll.

Taurion January 22, at The core rotation looks like this: Lick king shot rotaion 1. Hi Garwulf!!! Hi Taurion, I agree with what Antigorius had to say in response to your question. Which spec do you like best?

Are there other hunters you regularly raid with? If so, what spec s are they? Is replenishment often available in your groups? I agree though, Steady shot will be tops come next Lick king shot rotaion. Cale Steady Shot glyph is bugged. How did you arrive at this conclusion? Given that Feign Death is not learned until level 32, it is of vital importance to new Hunters to begin Lick king shot rotaion learn threat management as early as possible.

As Feign Death is not only on a 30 second cooldown, but is also prone to failure on occasion, the ability to regulate threat is a vital skill, which will serve Lick king shot rotaion Hunter well throughout the entirety of their career. At level 44 the Hunter has the opportunity to become a better solo fighting machine. Previously only the gorilla had access to the [Thunderstomp] ability, but now it is a talent nested in Lick king shot rotaion Tenacity pet tree learnable at level Initially apply an Aspect: The reason to let the pet just click for source first is to establish aggro.

This allows you to stay at range, where you are much more effective; hunter ranged damage is significantly higher than melee damage. Generally, the use of traps is reserved for special situations such as when you are expecting to pull multiple mobs. In that case, set a Freezing Trap and then send the pet in to establish aggro on your preferred target. Once the pet has activated the mobs use [Multi-Shot] to aggro the add and pull it over the trap to immobilize it.

Alternatively, the Lick king shot rotaion aggro from [Mend Pet] can pull the add off your pet and straight into your trap. You can dispense with the trap if your pet is strong enough to take the hits from multiple mobs. Do not DoT a mob you intend to trap. Kiting is a concept that Lick king shot rotaion Hunters should learn.

Most Hunters will find it unnecessary until later levels, and might never use it if they never tackle hard battles. The basic premise of kiting is keeping your range while dealing damage. The generic way it's done is like this: If the mob is running faster than you, or you can no way get far enough away to kite this way, or there is no path Lick king shot rotaion can kite on, you may need the help of a group instead.

Kiting Bosses in Instances When kiting bosses in instances, it is important that the mob doesn't strike you. This can be achieved by using Aspect of the Cheetahbut to avoid the daze effect of being struck, it is best to stay out of melee range.

As with any kiting, this can be achieved by shifting the camera by holding down the right mouse button and dragging either to the left or the right. If you drag by about 45 degrees, it will allow you to maintain your forward momentum in approximately the same direction, and allow Lick king shot rotaion to use instant cast abilities such as Arcane Shot, Concussive Shot and Serpent's Sting to make sure the boss keeps following you, but not get close enough to hit you.

This would be of particular use when you need to pull a boss away from a large group of mobs that would come to its aid if you attempted Lick king shot rotaion attack it directly.

Scattered Shots: Beastmastery in Wrath of the Lich King

See also: Jump-Kiting, Skirmish Kiting and Kiting in instances. Many of the tactics on this page are pre-BC. All hunters should take advantage of the powerful benefits of Steady Shot.

Steady Shot has a casting time of 1. This means that Hunters can fire Steady Shots while waiting for their next auto-shot to be ready. Depending on the speed of the Hunter's ranged weapon, multiple Steady Shots may be able to be fired before the auto-shot is ready.

It is important to keep an eye Lick king shot rotaion the auto-shot cooldown, as the casting of a Steady Shot will prevent an auto-shot from being fired. This is called "clipping", and will decrease DPS. There are five different traps available to the hunter. A trap skill allows you to set a trap on the ground which will stay put for 1 minute, and will activate Lick king shot rotaion a mob comes within range, performing their designated function. Since patch 2. Hunter traps.

At level 50, Hunters learn Steady Shot. As we reported yesterdaya level 80 pet will only have 16 talent points baseline. It has been confirmed that even non-Beastmastery Hunters can get the top tier talentsbut Beastmastery Hunters will be able to get more article source them -- or make sure they have spare talent points to fill out useful talents in the lower tiers such as Great Lick king shot rotaionNatural Armorand Spiked Collar.

Mind you, the Lick king shot rotaion remains, click the top tier pointers worth it? In some cases, that's not really a given. Call of the Wildwhile it looks powerful, only reaches 20 yards, meaning it will miss hitting the Hunter in a lot of situations, and takes focus, meaning the Hunter will likely have to temporarily deactivate all autocasts just to save the focus to use it.

Roar of Fortitude suffers the same problems. Right now, I'm hoping for genuinely unique and powerful abilities for the exotic pets, and a revamp of some of the top tier pet talents to make them more useful -- a lowering of the focus cost and a widening of the range on the buffs would be lovely, to start. Overall, the new Beastmastery Lick king shot rotaion look very promising, there's just Lick king shot rotaion few issues that need to Lick king shot rotaion addressed to make sure they're all that they can be:.

If all three of those issues are Lick king shot rotaion dealt with, Beastmastery will remain a very strong tree and a good option for all your huntery needs in the grind and beyond. The Buyer's Guide. US Edition. Log in. Sign up. Show More Results. Dildo Sex with Lesbians. Despite the beliefs of many, the Hunter is a complex class, particularly if competence in its use is desired.

A willingness to study its nuances will not only make using the class more enjoyable, but will also assist in improving the class's reputation Lick king shot rotaion.

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If you just have your own take on a particular strategy, you might want to put it in the Discussion area. Also some pre-TBC content has been moved to the Discussion area to preserve it. The general strategy for a Hunter is combat at range. This section will refer to PvE battles, not PvP. The general strategy for a Hunter in solo play involves set up and kiting. This can be done using the AddOn called Omen. If the threat being generated by the Hunter exceeds that generated by the pet, the attention of the mob being attacked Lick king shot rotaion be diverted from the pet to the Hunter, and Lick king shot rotaion mob may then move Lick king shot rotaion the Hunter's melee range.

If this occurs, the Hunter is then forced to either rely on her vestigial melee abilities to kill the mob, or to use the [Feign Death] ability to Lick king shot rotaion the mob to return to the pet. Given that Feign Death is not learned until level Lick king shot rotaion, it is of vital importance to new Hunters to Lick king shot rotaion to learn threat management as early as possible.

As Feign Death is not only Lick king shot rotaion a 30 second cooldown, but is also prone to failure on occasion, the ability to regulate threat is a vital skill, which will serve a Hunter well throughout the entirety of their career. At level 44 the Hunter has the opportunity Lick king shot rotaion become a better solo fighting machine.

Previously only continue reading gorilla had please click for source to the [Thunderstomp] ability, but now it is a talent nested in the Tenacity pet tree learnable at level Initially apply an Aspect: The reason to let the pet attack first is to establish aggro.

This allows you to stay at range, where you are much more effective; hunter ranged damage is significantly higher than melee damage. Generally, the use of traps is reserved for special situations such as when you are expecting to pull multiple mobs. In that case, set a Freezing Trap and then send the pet in to establish aggro on your preferred target. Once the pet has activated the mobs use [Multi-Shot] to aggro the add and pull it over the trap to immobilize it.

Alternatively, the healing aggro Lick king shot rotaion [Mend Pet] can pull the add off your pet and straight into your trap. You can dispense with the trap if your pet is strong enough to take the hits from multiple mobs. Do not DoT a mob you intend to trap. Kiting is a concept that all Hunters should learn. Most Hunters will find it unnecessary until later levels, and might never use it if they never tackle hard battles. The basic premise of kiting is keeping your range while dealing damage.

The generic way it's done is like this: If the mob is running faster than you, or you can no way get far enough away to kite this way, or there is no path you can kite on, you may need the help of a group instead. Kiting Bosses in Instances When kiting bosses in instances, it is important that the mob doesn't strike you. This can be achieved by using Aspect of the Cheetahbut to avoid the daze effect of being struck, it Lick king shot rotaion best to stay out of melee range.

As with Lick king shot rotaion kiting, this can be achieved by shifting the camera by holding down the right mouse button and dragging either to the left or the right. If you drag by about 45 degrees, it will allow you to maintain your forward momentum in approximately the same direction, and allow you to use instant cast abilities such as Arcane Shot, Concussive Shot and Serpent's Sting to make sure the go here keeps following you, but not get close enough to hit you.

This would be of particular use when you need to pull a boss away from a large group of mobs that would come to its aid if you attempted to Lick king shot rotaion it directly. See also: Jump-Kiting, Skirmish Kiting and Kiting in instances. Many of the tactics on this page are pre-BC.

Sexvidose 2018 Watch SEX Videos Eat pussy. Forums Hunter BM hunter pvp shot rotation. The World of Warcraft community forums have moved! Nov 27, I was trying out BM today for the first time today, and I was pretty shocked with how much damage I was able to do with just arcane shot and kill command. In terms of PVE and Raiding our top 3 pets are:. Talent tree for our pet is Ferocity. Unlike Beast Mastery Hunters we can't tame Exotic Creatures and don't have those extra 4 talent points. Add-ons improve your gameplay by a lot. It is necessary to utilize add-ons, since they play a vital role in your performance, whether you are in a raid, arena or at the auction house. A Murder of Crows should be cast on cooldown. You can get even more damage out of it by casting it on targets that are about 10 seconds from dying. When they die, this will reset the cooldown of the ability and allow you to use it again for a large damage boost. Careful Aim does not change anything fundamental in your rotation, although you do want to try and use Trueshot when it is active. Volley does not change anything in your rotation. Explosive Shot should be used on as many targets as possible. If you are only fighting one target, it should be used on cooldown and delayed as little as possible. It has a lower priority than Rapid Fire and Aimed Shot. It is worth it to delay it significantly if you can hit multiple targets. Steady Focus encourages casting Steady Shot in multiples that are grouped up together. Instead of going Steady Shot, Arcane Shot, Steady Shot, you would always move the Arcane Shot either in front of or behind the two Steady Shots to ensure you benefit from the buff as much as possible. Streamline essentially increases your Rapid Fire Focus regeneration by 2. It does not change your rotation in any meaningful way. Hunter's Mark should be applied to the primary target you are fighting. It is on the Global Cooldown, meaning that if you are swapping targets, you must be doing a significant amount of damage to it before it is worth spending your Hunter's Mark on it. It is generally worth re-marking anything that you are going to attack for more than seconds. This can also depend on how important the target is to kill. It does not have a significant effect on your rotation, although it helps to be aware of your Rapid Fire cooldown so that you can react to a proc more quickly. Barrage should not be used on a single target if you have chosen the talent, unless you are in a situation where you need to burn a lot of Focus quickly for any reason. It should be used on cooldown if you are fighting 2 targets or above. Calling the Shots does not have a fundamental effect on your rotation. Lock and Load procs should be used as soon as possible, but you should always attempt to spend any Precise Shots procs that you have already before using the procced Aimed Shot. Piercing Shot should be used on cooldown. It is worth delaying it if you can hit multiple targets with it however. If you can hit 2 targets, it is worth delaying up to 7 seconds to make that happen. If you can hit 3, it is worth delaying even more. This guide has been written by Azortharion , a theorycrafter of all things Hunter-related for many years. He is an accomplished player with dozen of top parses for all specs throughout the game's history. Sign In Remember me Not recommended on shared computers. Sign in anonymously. Sign in with Facebook. World of Warcraft. Diablo III. StarCraft 2. Tanking Guide. Healing Guide. Death Knight. Leveling Up Demon Hunter. Beast Mastery. Heart of Azeroth Guide. Patch 8. Tools of the Trade. Island Expeditions. Warfronts Guide. Allied Races Guide. Leveling Guide. Level Battle Guide. Rank 3 Recipe Locations. Mission Table. Mission Table Guide. In 10 and 25man can be handled quite good totems, pally Wisdom, …. Anyway, learning to switch aspects in the correct way see below is the basic rule for a good MM rotation. Why just Steady? Continue your rotation in Hawk until all of your shots except Steady are on CD. When all of them are on CD again, switch to Viper and cast 2x Steady. The simplified shot rotation for mana regen assuming Silencing Shot is macroed in your shots, so I wont include it here is:. Your strongest shots Chimera, Arcane, … will always hit under Hawk. Your email address will not be published. Notify me of new posts by email. The shot selection is more diverse than Beast Mastery, yet not as complicated as Survival. Huge burst capability — With properly timed Readiness , Marksmanship provides outstanding burst damage within a relatively small window. The Cons: Less mana efficient — While the tree does offer its share of regen talents, you get less ROI than you do with the Survival regen talents. Marksmanship requires more mana pool micromanagement than the other two specs. Glyph of Kill Shot — A solid glyph for all builds. Players with higher latency may not see the added benefit from this glyph and therefore may be better of with my next suggestion. Glyph of the Hawk — This is a good 3rd choice, as a good portion of the damage output from this spec is via hasted Auto Shots. However, if you are not keen on using a wolf, then other possible suggestions would be: This is what it looks like: Up next… The Raiding Hunter: Thanks, —Turll. Taurion January 22, at The core rotation looks like this: Chimera 1. Hi Garwulf!!! Hi Taurion, I agree with what Antigorius had to say in response to your question. Which spec do you like best? Are there other hunters you regularly raid with? If so, what spec s are they? Is replenishment often available in your groups? I agree though, Steady shot will be tops come next week. Cale Steady Shot glyph is bugged. How did you arrive at this conclusion? Defensive is useful when soloing but can also be dangerous, particularly when fighting against ranged enemies. With this setting your pet will attack anything that attacks you first. You should be careful about using this setting in a party as there are often situations where it is better to pick off a ranged attacker from range than to run to it and risk bringing more enemies. A pet chasing down ranged attackers can often draw many more enemies into a fight and quickly lead to the deaths of the whole party! On non-PvP realms, if you are attacked, and your pet is on defensive, any actions your pet takes without your command do not result in PvP-flagging. It will result in the "area is under attack" messages that are automatically generated by the server, usually bringing members of the opposing faction running, but they will be unable to attack you. If you tell your pet to attack, even if you do not take action against the guards, it WILL flag you, but the defensive response of a pet in defensive mode will not. Passive is a safe setting and probably wisest to use while grouping, especially in a dungeon setting. Your pet will not attack anything unless you instruct it to. Even if you or it are attacked it will not fight back. It might sound annoying to have to tell your pet to defend you but it means you have total control over where your pet is and can prevent it from initiating fights you don't want to get into. It is highly recommended, therefore, to train the pet with extra abilities that can be used to turn that extra focus into more DPS. These abilities are often referred to as 'focus dumps', and include Claw , Gore , Scorpid Poison and Screech. The main pets able to keep their focus low are cats, ravagers, boars, bears, windserpents, scorpids. This all depends on your crit chance however. A Hunter can fulfill one of many Group Roles. Primarily, the Hunter is called to be a puller, an off tank, sustained DPS provider, pseudo wipe recoverer, and crowd controller. It is debated whether or not Hunters truly pull better than other classes. Many people would disagree and would rather have their Warriors pull so the Warrior can obtain aggro and generate rage. The counterargument is that hunters can employ completely different tactics when pulling than any other class, including an extremely high chance of completely aborting a bad pull. Hunters can, of course, pull using the same tactics that warriors and other classes are forced to use, but other classes cannot pull using the same tactics a hunter can. The Misdirection spell , added in The Burning Crusade , allowed pulling as a hunter to become more common, simply because of the longer range when compared to a tanking character. Misdirection effectively puts all the threat generated from the shot fired after applying the spell on the target of the spell. Misdirection is good when used in combination with Aimed shot but even better when used in combination with Multishot when pulling a group of mobs. When the hunter is given a long enough distance as in the bridge between Drakk's room and the room before it in UBRS the hunter can leave mobs behind from clusters. The Hunter lays down his trap where the mobs will run, and opens with Wyvern Sting. When the hunter reaches the warrior, the warrior should charge the mobs that were running free. When the Warrior enters combat, the hunter feigns death. The wyvern stung mob and the ice trapped mob will be too far to aggro onto the warrior, and they will return to their original spots. This means that out of a group of 5 targets, the group only has to fight 3. At this point, the Warrior can either hold every mob, or one of the three can be placed under crowd control. I've done this in UBRS. In this role, it is the Hunter's responsibility is to essentially protect your casters. This can be done in multiple ways. Once you have the mob targeting you, it is your job to keep it on you and let the main tank reestablish aggro. You can help the main tank reestablish aggro by using Disengage and Feign Death. You can also use Misdirection on the main tank to redirect aggro to it. See picture below. On the other hand, let's suppose a similiar shot speed and the hunter waits to cast steady shot until the next auto shot finishes. In this situation, where the hunter fires auto every 2. However, steady shot could be fired as fast as every 1. This time, the hunter is losing damage from their specials, which are also half of their damage. Have you ever sat on a bus while it was raining, and watched the two windshield wipers? Unlike a car, bus windshield wipers don't work together. Since they work on two completely separate areas, this is ok. They don't overlap at all. But imagine if your car were like that, and every once in a while one of the wipers would have to wait for the other one, or else they would hit each other from time to time. This is what hunter shot rotations are like. The auto shot and the special attacks have to be used in harmony, or else they will "clobber" each other. There's one very obvious situation where these two cycles -- auto shots and special attacks -- can line up. If you can only ever fire a steady shot or any other shot because of the Global Cooldown every 1. With the exception of Barrel-Blade Longrifle , all end-game weapons have a shot speed no faster than 2. If you can get enough haste to drop your shot speed down to close to 1. Suppose a hunter uses a Wolfslayer Sniper Rifle or another 2. That's a start. Now the hunter with the Wolfslayer has a shot speed of 1. In fact, 1. Because of latency , which is the combined effect of your connection speed and your reaction time, you're going to need an extra few tenths of a second to be able to get your special attack off anyway. About the fastest you would even consider wanting to shoot is about 1. This pattern, which would involve shooting one special attack, usually Steady Shot, between every one auto shot is called the 1: It works tremendously well for Beast Masters. However, other specs have difficulty getting the sort of haste needed to be able to consistently use a 1:.

All hunters should take advantage of the powerful benefits of Steady Shot. Steady Shot has a casting time of 1. This means that Hunters can fire Steady Shots while waiting for their next auto-shot to be ready.

Depending on the speed of the Hunter's ranged weapon, multiple Steady Shots may be able to be fired before the auto-shot is ready.

It article source important to keep an eye on the auto-shot cooldown, as the casting of a Steady Shot will prevent an auto-shot from being fired. This is called "clipping", and will decrease DPS. There are five different Lick king shot rotaion available to the hunter. A trap skill allows you to set a trap on the ground which will stay put for 1 minute, and will activate when Lick king shot rotaion mob comes within range, performing their designated function.

Since patch 2. Hunter traps. At level 50, Hunters learn Steady Shot. Along with Multi-Shot 's Lick king shot rotaion.

Asbaray Xxx Watch SEX Videos Malayalam Xxxvedeo. This is no longer the case, so there is no longer any need for "Shot Rotations". Instead, Hunters use Shot Prioritization. In short, shot prioritization answers the question: Hunters are an interesting class because of how they do damage. They are the only class that can efficiently use ranged weapons, yet are forced into melee quite often until taming a pet at level Common wisdom is that Hunters should never melee. For the most part this is true; Hunters will do far less damage in melee and can be a liability to parties. However, it is important to keep melee weapon skills high for a couple of skills:. If you PvP a lot, weapon skills should be capped. This will ensure that Wing Clips hit as often as possible. Also, if you're rooted in melee, you can get off a couple of Raptor Strikes before escaping. Another consideration is the Defense skill. A competent hunter can keep mobs at range nearly all of the time. This keeps the hunter from being hit by melee attacks, but also keeps his Defense skill from increasing. If the Hunter's Defense falls too far behind, mobs will always crit him. The important thing to remember is to not melee while in instances unless absolutely necessary. Your group invited you to DPS, not skill up polearms. Since a few patches ago, the minimum range of ranged weapons has been reduced to equal the maximum melee range, thus removing the "dead zone". This has made it possible to perform a movement that alternates melee and ranged attacks increasing the DPS while conserving your mana in very short-range fights. This movement has been called by some the "hunter dance". This hunter dance is well known as a good way to skill up any weapon skill, as you're getting as many weapon swings while still killing mobs faster, ie rendering your skilling more useful. This is the easiest and basic version, and is performed when the targeted mob is attacking someone else. Basically, the hunter stays at the limit between ranged and melee zones and steps in and out to alternate the two kinds of attack. Since the two weapons are independent the hunter can use them both at the same time: This is possible since you only need to be in melee range for a split-second to deliver your auto swing, even if you're already out of range when you actually see the swing animation. This is the harder but more useful version of the dance. When a non-caster mob is attacking you, either because you got the aggro over your pet, or your pet's dead or otherwise occupied, it will be the enemy to try and come within melee range. In this situation you will only step backwards to get in the ranged zone, and the enemy himself will follow you to get your auto swing. The mob must be constantly wing-clipped or otherwise slowed down, since you'll usually need more than a step backwards to be able to auto-shoot; freezing trap or serpent's venom should also work fine. While aggro-dancing you'll want to use the aspect of the monkey and be ready to mongoose bite. When dancing instant shoots can be used, while raptor strike is to be avoided for it is possible to toggle it after the auto swing, thus stopping all other attacks until it has triggered. No need to say that the dance is useless against most bosses that have special attacks which will make you prefer to fight from as far as possible. The best choice would be to have such ranged and melee weapons that their final attack speed is equal: If the speeds of your weapons are different you would have to wait for the slower one to activate, slowing down the other one's cycle. Actually as a BM hunter with RAspeed about 2s and a slow 2Hweapon more than 3s the difference in speed is so high that dps is better if i use 2 shots between each melee attack, and this can only be performed in the non-aggro version. If you can get a feeling with the dance and want to use it at high levels you may want to use 1-h weapons instead. There are arguments for both. The damage output is pretty similar overall due to the miss rate of the offhand of a dual wielder. Dual Wielding PvP Dual Wielding for a hunter can be considered foolish because most people advise that hunters stay out of melee combat. However, in PvP everyone knows that the hunter's greatest ability is his ranged attacks; Kiting can be difficult for a hunter because the opponent will try to close range. In skirmishes involving multiple opponents it can be difficult to use and Freeze Traps because your allies may not expect your attempt at crowd control and use DoTs or AoE abilities that will break the trap. Dual wielding weapons may make you more efficient in melee combat because you are dealing damage more quickly. This can be effective in delaying casting time. Another perk of dual wielding is that you can get two enchants. The main concern is the inherent miss chance of dual wielding. This site uses cookies. By continuing to use this website, you agree to their use. To find out more, including how to control cookies, see here: Cookie Policy. When spending your Talent Points, be sure to check your stats. Hit Cap is a priority, so if you don't have it - then go for Focused Aim talent. The first build is better for players who don't have Armor Penetration soft cap. This build uses Arcane shot , which is not physical damage. The second build is for players with better gear. Gems are situational and depend on the build and equipment. In this spec I take arcane shot off my bars completely and focus on chimera, aimed, and steady. It is VERY useful if not downright mandatory in a raid environment for the mana regeneration every time you pop Rapid Fire, which should be twice every 3 mins. I have armor pen and I tried different builds at femaledwarf. In all cases it resulted in a DPS loss. Yes this is true. You will be amazed at how this brilliant solution by outdps. I tell you this because I was one of those hunters who typically switch to Viper and keep up the normal rotation, until mana is high enough. Well in that case yes, Viper kills your DPS a lot because you sacrifice good shots like Chimera and still consume mana to use them. When I started using the outdps idea it was like I switched to Tier10 gear. Dalaila can you provide some screenshots of your dps using that viper-steady tactic? I am curious is it really that good, because personally, i use it only when my pool is empty, and so far i can say it is affecting my dps for like at least. As is the case with everything I post on this site, I researched everything and questioned everything I already knew. Singe target damage is what really matters here. As SV, I very rarely ever have to go into Viper. As MM, I was relying upon it quite a bit. Having said that, I do appreciate the added bit about using Steady exclusively while in Dragonhawk. That is definitely worth mentioning. Mana regeneration is usually a problem in 5man only. In 10 and 25man can be handled quite good totems, pally Wisdom, …. Anyway, learning to switch aspects in the correct way see below is the basic rule for a good MM rotation. Why just Steady? Continue your rotation in Hawk until all of your shots except Steady are on CD. When all of them are on CD again, switch to Viper and cast 2x Steady. The simplified shot rotation for mana regen assuming Silencing Shot is macroed in your shots, so I wont include it here is:. Your strongest shots Chimera, Arcane, … will always hit under Hawk. Your email address will not be published. Notify me of new posts by email. The shot selection is more diverse than Beast Mastery, yet not as complicated as Survival. Huge burst capability — With properly timed Readiness , Marksmanship provides outstanding burst damage within a relatively small window. The Cons: Less mana efficient — While the tree does offer its share of regen talents, you get less ROI than you do with the Survival regen talents. Marksmanship requires more mana pool micromanagement than the other two specs. Glyph of Kill Shot — A solid glyph for all builds. Players with higher latency may not see the added benefit from this glyph and therefore may be better of with my next suggestion. Glyph of the Hawk — This is a good 3rd choice, as a good portion of the damage output from this spec is via hasted Auto Shots. However, if you are not keen on using a wolf, then other possible suggestions would be: This is what it looks like: Up next… The Raiding Hunter: Thanks, —Turll. Taurion January 22, at Tomb of Sargeras. The Nighthold. Trial of Valor. The Emerald Nightmare. Hellfire Citadel. Blackrock Foundry. Siege of Orgrimmar. 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This used to create clipping problems, when Auto Shot would not fire when casting Steady Shot. This is no longer the case, so there is no longer any need for "Shot Rotations". Instead, Hunters use Shot Prioritization. In short, shot prioritization answers the question: Hunters are an interesting class because of how they do damage.

They are the only class that can efficiently use ranged weapons, yet are forced into melee quite often until taming a pet at level Common wisdom is that Hunters should never melee. For the most part this is true; Hunters will do far less damage in melee and can be a liability to parties. However, it is important to keep melee weapon skills high for a couple of skills:. If you PvP a lot, weapon skills should be capped. This will ensure that Wing Clips hit as often as possible.

Also, if you're rooted in melee, you can get off a couple of Raptor Strikes before escaping. Another consideration is the Defense skill. A competent hunter can keep mobs at range nearly all of the time. This keeps the hunter from being hit by melee attacks, but also keeps his Defense skill from increasing.

If the Hunter's Defense falls too far behind, mobs will always crit him. The important thing to remember is to not melee while in instances unless absolutely necessary. Your group invited you Lick king shot rotaion DPS, not skill up polearms. Since a few patches ago, the minimum range of ranged weapons has been reduced to equal the maximum melee range, thus removing the "dead zone".

This has made it possible to perform a movement that alternates melee and ranged attacks increasing the DPS more info conserving your mana in very short-range fights.

This movement has been called by some the "hunter dance". This hunter dance is well known as a good way to skill up any weapon skill, as you're getting as many weapon swings while still killing mobs faster, ie rendering your skilling more useful. This is the easiest and basic version, and is performed when the Lick king shot rotaion mob is attacking someone else. Basically, the hunter stays at the limit between ranged and melee zones and steps in and out to alternate the two kinds Lick king shot rotaion attack.

Since the two weapons are independent the hunter can use them both at the same time: This is possible since you only need to be in melee range for a split-second to Lick king shot rotaion your auto swing, even if you're already out of range when you Lick king shot rotaion see the swing animation.

This is the harder but more useful version of the dance. When a non-caster mob is attacking you, either because you got Lick king shot rotaion aggro over Lick king shot rotaion pet, or your pet's dead or otherwise occupied, it will be the enemy to try and come within melee range. In this situation you will only step backwards to get in the ranged zone, and the enemy himself will follow you to get your auto swing.

The mob must be constantly wing-clipped or otherwise slowed down, since you'll usually need more than a step backwards to be able to auto-shoot; freezing trap or serpent's venom should also work fine. While aggro-dancing you'll want to use the aspect of the monkey and be ready click to see more mongoose bite.

When dancing instant shoots can be used, while raptor strike is to be avoided for it is possible to toggle it after the auto swing, thus stopping all other attacks until it has triggered. No need to say that the dance is useless against most bosses that have special attacks which will make you prefer to fight from as far as possible. The best choice would be to have such ranged and melee weapons that their final attack speed is equal: If the speeds of your weapons are different you would have to wait for the slower one to activate, slowing down the other one's cycle.

Actually as a BM hunter with RAspeed about 2s and a slow 2Hweapon more than 3s the difference in speed is so high that dps is better if i use 2 shots between each melee attack, and this can only be performed in the non-aggro version. If you can get a feeling with the dance and want to use Lick king shot rotaion at high levels you may want to use 1-h weapons instead. There are arguments for both. The damage output is Lick king shot rotaion similar overall due to the miss rate of the offhand of a dual wielder.

Dual Wielding PvP Dual Wielding for a hunter can be considered foolish because most people advise that hunters stay out of melee combat. However, in PvP everyone knows that the hunter's greatest ability is his ranged attacks; Kiting can be difficult for a hunter because the opponent will try to close range. In skirmishes involving multiple opponents it can be difficult to use and Freeze Traps because your allies may not expect your attempt at crowd control and use DoTs or AoE abilities that will break the trap.

Dual wielding weapons may make you more efficient in melee combat because you are dealing damage more quickly. This can be effective in Lick king shot rotaion casting time. Another perk of dual wielding is that you can get two enchants.

The main concern is Lick king shot rotaion inherent miss chance of dual wielding. It could arguably be good to have two weapons with melee bonuses when forced out of range. For example, the [ Hanzo Sword ] has a damage proc. When rooted in melee, the Hunter could switch weapons and use a melee-centric set until he has gotten back into range.

This is a viable tactic since weapons and shields are the Lick king shot rotaion equipment that you can change when you are in combat. If you are skilled at kiting you will usually only use Raptor Strike Lick king shot rotaion Wing Clip as players find their way to you.

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