Patch 3.0.8 and what the Changes Mean for MM


  • Hunter Aspects are now off the Global Cooldown again. They still have a shared 1 second cooldown.

Nifty. Makes our lives a little easier.

  • All Hunter pet abilities with a cooldown of 30 seconds or more are no longer on the global cooldown.

Perhaps Rabid will now go off automatically? I’ll be testing this, and if it’s the case, it may be a better choice than Heart of the Phoenix if you can control your pet well enough.

  • Arcane Shot: Mana cost lowered to match the cost of Steady Shot.

Fantastic. Now we won’t run out of mana as quickly! If you were ever not using Arcane because of mana consumption, now’s your chance to start using it, and hopefully put talents into it as well. No changes to Aimed Shot yet, so it will still consume a relatively high amount of mana.

  • Aspect of the Wild – This aspect is now raid-wide.

Useful, if only we ever needed it for something…but we’re not the only ones with Nature resist buffs.

  • Call of the Wild: The benefit from this pet talent now applies to only the Hunter and their own pet.

Just as it states, it’s all you. Still good enough to continue getting the talent, but others might miss your little buff.

  • Deterrence: Design changed to grant 100% parry and 100% chance to “deflect” spells coming from the front, but prevents the Hunter from attacking. Lasts 5 seconds and has a 90 second cooldown.

Strictly PvP, unless someone thinks it’s wise to let you evasion-tank something. That someone might not have all his wits intact. But it could be fun.

  • Explosive Shot: Damage increased substantially, and additional scaling added to compensate Survival Hunters for the decrease in power of Steady Shot. No longer deals damage to secondary targets.

Doesn’t change anything for MM, but congratulations on your buff, Survivalists. =)

  • Ferocious Inspiration: This talent now also increase the damage the Hunter does with Arcane Shot by 3/6/9%.

A poor trade for Steady Shot damage if you ask me, but at least now using Arcane Shot is more useful for BM hunters.

  • Improved Tracking(Survival): This talent has been slightly re-designed. Now reads: While tracking Beasts, Demons, Dragonkin, Elementals, Giants, Humanoids and Undead, all ranged damage done to those types is increased by 1/2/3/4/5%.

This is very nice. It really simplifies the use of these talent points. No more mods or macros, just set your tracking to Humanoids and forget about it. You still can’t get the damage buff if you’re tracking herbs or fish or mines, but you can remember that pretty easily. If you weren’t taking Improved Tracking before, now’s a good time to change, especially with the nerfs on Unleashed Fury, which I’ll discuss below.

  • Kill Shot – Cooldown reduced to 15 seconds, down from 35 sec.

This is my favorite part of the changes. Now I don’t have to burn my Readiness for extra Kill Shots unless I’ve got nothing better to do. You’ll see a decent damage increase on longer fights, as tonight I used Kill Shot 4 times on Patchwerk without using Readiness.

  • Kindred Spirits: This talent now grants only 3/6/9/12/15% pet damage.

Doesn’t apply to MM.

  • Lock and Load: Now has a 30 second cooldown.

Also doesn’t apply to MM.

  • Readiness: No longer resets the cooldown on Bestial Wrath.

=)  That’s a tiny smirk. Just a tiny one. Deep down, I feel really bad for you. Deep, deep down.

  • Steady Shot: Now gains 10% of attack power as damage instead of 20%.

This is our main nerf. Fortunately, we’re using far fewer Steady Shots in our rotation than the other two specs. Make sure you pick up your Steady Shot glyph (functional now?) and it won’t be too bad for us. Kill Shot crits could make up some of the damage on those longer fights.

  • Serpent’s Swiftness: This talent now grants only 2/4/6/8/10% bonus attack speed to pet. The hunter attack speed bonus is unchanged.

Doesn’t apply to MM.

  • Tranquilizing Shot (Hunter): Cooldown increased to 8 sec, up from 6. Mana cost reduced to 8%, down from 12%.

Wording is funky – by “up from 6” they actually mean that it was 6 in the PTR but was changed to 8, which is a much faster CD than what we had before. I can’t believe I fudged that….fixed.

  • Unleashed Fury: This talent now grants only 3/6/9/12/15% pet damage.

This makes Nass a sad panda. All the math I did the other day now gets changed, and the damage is not as significant, meaning you’d be better off taking Improved Tracking if you have to choose between the two. The good news is that the changes to Improved Tracking make it much more user-friendly, so I don’t mind switching talents at all.

  • Viper Sting: Now drains a percentage of maximum mana.

I have yet to look at the actual percentage, but it simply means that it will be just as useful as you get more mana, instead of it beginning to go stale as your intellect increases. You may find Viper could be useful on more than a few longer battles. Give it a try.

  • Volley: The damage has been reduced on all ranks by approximately 30% (including attack power scaling).

Don’t worry – it sounds awful, but Volley is still a decent AoE spell. I used it tonight, and my crits were hitting for 2300-ish, which, let’s face it, still isn’t half bad. At least we are still allowed a viable AoE, as opposed to our pitiful Volley back in TBC. Be grateful. It could be worse.

  • Pets
    • All Hunter pet abilities with a cooldown of 30 seconds or more are no longer on the global cooldown.

    Already went over this.

    • The coefficient of Rake (Cat) and Scorpid Poison (Scorpid) has been lowered.
    • Rake: This hunter pet ability has had its damage adjusted to prevent unreasonable scaling with attack power.
    • Scorpid Poison: No longer stacks. The damage has been adjusted to prevent unreasonable scaling with attack power.

             Eidan still managed decent DPS, and this nerf is no reason to scramble around for new pets. They’re simply creating a more equal playing field.

    • Spirit Strike (hunter pet ability) now has an initial attack (which can crit) and then a single dot. Damage overall is higher.

             Doesn’t apply to the MM hunters, but grats, BM. =)

On another note, the lag in Naxxramas has been getting worse and worse. Between disconnects, 3-second instant casts, and screen freezes, <Explicit> has been struggling to do anything successfully. This is the third night in a row that we’ve had to take a vote to opt out of raiding due to lag. I’m told it’s a network issue, and that it could take a long time to fix. Blizzard is stating that it’s simply Wintergrasp causing these issues, but many of us have experienced odd lag in the old worlds as well. Until they get this fixed, it will be nearly impossible for me to see how any of these changes REALLY affect our damage. However, do note that Elemental Shamans have been fixed, and fixed well. You may see many of them contending with your hunter damage. I’m glad they’re beginning to fix certain things, but first and foremost, they MUST FIX THIS LAG! Not being able to raid has made me extremely frustrated, and the one fun thing I love doing most in the evenings is now a tiresome struggle instead.

Because of this awful problem, testing certain things will be very uninformative. Until I have time without lag and disconnects, I won’t be running damage tests, and my WWS most likely won’t help much in the way of personal improvement, especially when the person who’s logging us is continually disconnecting himself. I’ll still be writing all I can in my blog, but without actually experiencing certain things, finding new spec changes will be difficult. After the patch, and after recieving enough +Hit gear to get rid of Focused Aim, I’m now testing/running with this spec. This is for my 25-man Naxx and OS runs. Note that I’ve taken Improved Hunter’s Mark in place of Focused Aim – think of it as getting a piece of gear that has 90 attack power on it. However (and if someone knows this for certain, please share your data), I’m not sure whether or not the bonus from Hunter’s Mark is calculated into your 10% bonus from Trueshot Aura. I also want to do some calculations to determine if two of those points are better placed in Survival Tactics than IHM. More to follow.

Good luck with Laggramas, and happy hunting!

❤ Nass


  • Hunters
    • Chimera Shot: The secondary effects of this shot will now still be triggered even when the target dies from the ability’s damage.
    • Cower: Now longer shares a cooldown with Growl, but has its own separate cooldown.
    • Marked for Death: Now works properly for Steady Shot and Glyph of Steady Shot.
    • Prowl: This ability will no longer sometimes turn autocast on by itself.

    Therefore, yes – Glyph of Steady Shot is now working properly. Please pick it up if you haven’t already, it’s a wonderful Glyph.


    ~ by Kelly Jennelle on January 21, 2009.

    22 Responses to “Patch 3.0.8 and what the Changes Mean for MM”

    1. Strictly PvP, unless someone thinks it’s wise to let you evasion-tank something. That someone might not have all his wits intact. But it could be fun.

      I saved a wipe on Instructor Razuvious because our tanks got out of rotation on shield walls with Deterrence. Don’t knock it. 😉

    2. There was no knocking. Just an allusion to the fact that there are better evasion-tankers out there. If you don’t have a rogue, hell – go for it, and like I said, you might get asked. At least, if your Raid Leader knows about your changes…and it could definitely be fun.

    3. Its nice to be back from the dead! Woot for Elemental Shamans. Now we just need a lag free night.

      Nass is still the shit!

    4. I think the new deterrance will be more useful in raiding than in pvp. I did Wintergrasp yesterday to try it out, even set a macro up with it to try and bandage while immune (which btw, u cant even get in a whole bandage). Frankly, this ability sucks. AOE’s still can hit you, stuns, etc still affect you. I used it at various times in various situations and nothing impressed me. All it did was prolong my death a few extra seconds. It might be more viable if the immunity was all encompassing like the pally’s. Looking forward to trying it out in raiding.

    5. I would say it could be a security measure for when you use Volley, but we already have Feign Death, and we can’t cast anything while using Deterrence. When a rogue uses Evasion, he can actually hit the boss, and we can’t. Therefore, if we were to evasion-tank Razuvius, we would quickly lose our aggro to the healers, which is detrimental. I’m not saying it can’t be done – you could probably have another hunter MD you – but if you have a rogue, it’s best left to him IMHO. This talent was developed for PvP, but desperate times call for desperate measures, and you should always be prepared to use what you have available to you should you need it.

    6. I agree with you Nass. It was developed for pvp and you should use all available to you, but unless they either allow us to still attack while using deterrence or make it so you become completely immune, it is a pretty worthless ability. If you get a rogue on you in pvp, unless you can absolutely keep the rogue in front of you, he’s going to get inside and behind you and stunlock til death. I don’t really understand Blizzards thinking behind making this ability. All the other changes, i am ok with. This one just kind of irks me.

    7. Oh, it wasn’t even a matter of me being asked – the tanks were like “crap, we’re gonna take like 3 seconds of huge damage” and I was like “I GOT THIS” /cast Distracting Shot /cast Deterrence /pray

    8. Hahaha Nicely played, my friend. That’s the fun stuff.

    9. Lol @ Rilgon.
      Think of Deterence as a Hunter Ice Block, it gives you a few seconds for a healer to land a heal or two, giving you an extra chance to survive a healer-cc+burst combo, which can be invaluable in arena, and very useful in other pvp.

    10. no my names not blank, and about the viper sting, it drains 20% of the targets mana over 8 seconds, not as useful on normal targets as it was but much more useful during boss fights, before on some bosses it was very hard to even make a dent in their mana, and im a little depressed on how they over nerfed my cat 😦 i cannot express how sad i am on that, my kitty is the best, or was, im going to see how a wasp does now compared to my cat

      • @ Blank –

        Yes, Viper is still not going to be the uber DPS helper people think, and I don’t suggest using it INSTEAD of Serpent, but, if near the end of your mana pool you use Viper Shot instead, you may find the returns to be a nice kick instead of being forced into Aspect of the Viper early. Sorry about your kitteh – but he’s still in the running. Don’t dump him just yet.

    11. Still a day behind for whatever reason.

      Interesting read. I keep waffling though. I have one 80 thus far, a raiding DK, but I also have a slew of alts to mess with next and I just don’t know. I keep logging the hunter in(still sitting at 70 and survival spec’d) and waffling on BM, or possibly trying MM for a change or any other mass of classes I’ve aquired over the years. I should really just put this all on a wheel and spin it at some point I think.

    12. Deterrance was great when it was a Survival Talent. Loaded with all the Agility (and then Dodge) as a Survival Hunter in TBC, it was often fun to Hunter Tank a boss for 30 seconds. I remember hunter tanking Gruul’s and Nalorak… good times. But those days are over.

      As for the Viper Sting mechanics on bosses anyone test it out yet? pre 3.0.8 it wasn’t worth using it to trigger the Chimera-> Viper mana return because the little mana gained was lost in the costs of the specials used and it yielded a net loss in dps. However now that it is a % of mana does that mean we could gain an insance amount of mana from bosses like Kelthuzad who has 2.5 million mana?

    13. Yeah, I’m thinking it will certainly be more useful now, the question is “Is it useful enough to give up Serpent for?”. I’ll have to try things out if we ever get to raid again.

    14. However now that it is a % of mana does that mean we could gain an insance amount of mana from bosses like Kelthuzad who has 2.5 million mana?

      Negatory. Look at the secondary clause:

      “Stings the target, draining 16% of mana over 8 sec (up to a maximum of 32% of the caster’s maximum mana).”

      Improved Stings seems to bump it up to 20% and 40% of my max.

    15. yes i just now saw that, i was really hoping they would make viper sting a little more useful… /sigh

    16. Haha, I’m gonna hit myself on the head *klonk*, I was thinking it was 32% of the target’s mana… but I got it, caster… that’s us, lol. I’m just not used to hearing us being called casters hehe.

      But with roughly 15k mana that is 4,800 mana which is better than it was before but still probably doesn’t justify sting swapping. The cost of the VS, the reapplication of the SS, and the Chimera to trigger the VS, you will have used most of the mana gained. Better to go into AotV for 3-4 seconds to regen.

    17. Oh btw, did you notice how Kill Shot is not triggering a Global Cooldown currently? I’m sure there is comments on EJ about it but I haven’t surfed their forums since the patch… but I suspect it’s because they removed GC’s on anything over 30 seconds and Kill Shot used to be 35 seconds. Anyways it’s a good idea to macro your Kill Shot with your other specials so that way it will fire simultaneously.

    18. Jigga WHA?!? I wish I could play. =( They’d better fix this fuckin lag reeeaaaally soon. Although, due to no WoW, I’m actually going out with my girlfriends tonight….weird.

    19. Hey Rilgon, Nass is having a girls night…. grab a red bull and let’s go meet them!

    20. If you’re on the east coast, we’re headed to Ocean City. =P

    21. Well you’re cute enough to justify a flight out there 😉

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