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Glyph of Kill Shot...am I missing something?
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120885
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Post by
Umega
And also since some bosses in Naxx enrage when they have low health left, you'll want to kill it asap.
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Post by
Chopshot
For Marks hunters
Glyph of steady shot (assuming avg 2k steadies every 4s) works out to 15000 damage over a 5 minute fight
Glyph of Serpent Sting increases Chimera shot by about 400 (every 9s with chimera glyph which is a no brainer) and works out to be 13333 damage over a 5 minute fight
A single kill shot ranges from 6k to 16k with just over 50% chance to crit (more for surv) so we'll say it averages 12k(being kind) AND we'll assume it quite luckily falls just right on the rotation to replace only a 2k steady shot making each EXTRA kill shot worth 10k
glyph of kill shot MUST give you two EXTRA kill shots to be worth getting over either SrS or SS...
0-------9-------15------18------27----30----36-----44---45-----53------60---62
KS----KS---------------KS-----KS----------KS-----KS-----------KS-----------KS
KS--------------KS----------------------KS-----------------KS---------------KS
^^craptacular timeline i know.
Just getting 1 extra kill shot off isn't enough to make the glyph worth it...At 27s you are up by 2 for 3s before normal players get another one, then again (and from now on) at 36s
Any fight that will have the boss within kill shot health range for 36s or more will make this glyph worth it for fights less then about 8 minutes...any fight that lasts 8 minutes or more you will need to gain 3 KS over the normal players...which happens for 1s at 44s, 7s at 53s and forevermore after 62s
A full minute of boss fight sub 20% is possible, especially on a long fight (8min+) or with dps dead so again kill shot isn't a bad selection here either.
on meters, Kill shot is inferior on Patchwerk and Thad but significantly better on fights like Grob (assuming you're on slime duty) and Gothik
All that being said, the glyphs are actually very balanced so it's a matter of preference and situation (how it should be). you are talking about glyphs in the 45dps range and moving that number 5dps isn't going to put you at the top of the meters...if you screw up once on the rotation, get CC'd, have to avoid a ground affect, or die...none of the theorycrafting even matters because just the time avoiding a GE is probably going to cost you more then your glyph selection
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321940
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Post by
Rullis
Well, the thing is, in Ulduar, there'll be bosses with an abysmal amount of hp, and since Kill Shot hits for so hard, you'd want to shoot that as often as possible. Also, there are bosses with adds/parts you can kill before the boss's dead, so Kill Shot will be very valuable there.
(Actually, now that I think about it, there are only a few bosses in Ulduar where they don't have phases/adds to go through.
Leviathan - Turrets (if you're doing ranged on turrets)
Razorscale - Adds
Ignis - Nada
XT - Heart, boombot
Kologarn - Arm, rubble
Auriaya - Feral Defender (if you're killing it), the two cats.
Hodir - Nada
Assembly of Iron - 3 bosses
Et cetera.
Also, looking at my recount for Hodir last night, my Steady Shot did 150,000 damage, 10% of that is 15,000, which is just about the same as a Kill Shot crit.
Ignis - Nada
Hodir - Nada?
Dude. You can use killshot like 4+ times on those bosses if u got the glyph.
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Post by
Chopshot
Freya (and maybe yogg) are prime examples of when kill shot outperforms steady shot. Freya's 1 phase is basically the entire fight and it's nothing but adds in groups of 1, 3, or 20 and there's lots of opportunity to use kill shot and MUCH less time to be using steady shot, if at all
the exploding flowers are almost entirely killed with instants and kill shot (after aoe'ing them low)
The Snaplasher has to be kited...definitely not using steady shot with that onehitter on your ass
the big guy could be steady shot, but there's also trees to hunt down and the lightning debuff to runaway from the raid and mushrooms to camp under
Even during the second phase, freya is chucking grenade roots and you have to be on the move, the fight is basically designed around never getting to steady shot and at the same time having lots of chances to use kill shot (having to kill 3 of anything within a 10s time period certainly benifits from a 9s CD on burst abilities)
there's plenty of "ok now burn the boss" moments in ulduar where steady shot shines and the kill shot glyph is less stellar. any hunter can burn a single boombot with kill shot...just because kill shot is a factor in the fight doesn't mean having a low kill shot CD is a factor unless your raid has you running around burning all the corners' boombots.
As i said before, there's a hundred things in a fight that will move your dps up or down MUCH farther then whether you have optimized you glyphs for this particular fight...especially between steady shot glyph and kill shot glyph, which i think are so close they are neglegible
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