3.08 Survival Guide – Rotation and Play Style

Rotation

The survival rotation is pretty straight forward although does require a bit closer attention than that of other specs due to Lock and Load procs.

Serpent Sting (Serp) > Explosive Shot (ES) > Steady Shot x3 (SS) – repeat.

Every ~3rd rotation you will have to reapply serpent sting with the glyph that adds 6 seconds to it’s duration come 3.08.   Other than that it is an easy rotation and you’ll find yourself watching for Lock and Load procs.   When LnL does proc you get 2 free explosive shots with no mana, no ammo, and no cooldown.

What to do on a LnL Proc

ES > SS > ES > SS > ES > original rotation continues.

At any point in the rotation you can drop a steady shot to reapply serpent sting, hunters mark, mend pet, rapid fire, or anything on the GCD.

Due to the potential damage output of ES you should avoid replacing it with anything unless you absolutely have to. Addons such as PowerAura or Class Timers can help you identify LnL procs if you hate staring at your buffs and needs something to pop up on your screen.

The closer you are to 1.5sec Steady Shots the smoother your rotation will be and as such the higher your dps because you are firing off more explosive shots compared to base 1.7sec Steady shots which delays your ES by almost a full second.

At NO TIME during a LnL proc should you use one of the charges to cast Arcane shot. Its damage is pitiful, especially compared to the new explosive shot.

3.08 Update

With the nerf to Steady shot making Aimed shot look and perform better, a new LnL rotation might be in the works.

ES > Aimed shot > ES > WAAAIT for the 3 ticks to hit > ES > regular rotation.

Early tests are showing better results than weaving ES/SS or staggering/waiting for each ES to give full duration of ticks.  Here is the logic behind how and why this works.

Explosive shot functions like this.

0 seconds = Explosive shot hits the target mob and applies the debuff “Explosive Shot”
.5 seconds = 1st tick
1 second = 2nd tick
1.5 second = 3rd tick

Now, this LOOKS like it should line up to the GCD just fine however Explosive Shot also has a travel time to the target mob before this ~1.5sec cycle can run it’s course. If you are standing at ~30+ yards it takes just over .5 sec for your shot to reach the target so you are not actually sitting there for a full 1.5 seconds in between shots during a LnL proc. This travel time combined with the 1.5sec long tick makes Explosive shot effectively a 2 second long event if you are at ~30+ yards.  The main goal of this modified LnL rotation is to get through the LnL proc faster and get to your next Explosive shot as soon as possible.  If done well this LnL rotation puts you to your next Explosive shot a full 1sec earlier than weaving Explosive Shot and Steady Shot.  While this does not seem like much over the course of a fight and multiple LnL procs you will end up with more Explosive Shots.

For players with high latency issues or who do not want to use addons to try and “time” this you can just replace this “wait time” with a steady shot and only suffer marginal dps loss. The ES > Aimed > ES > wait .5sec > ES is an absolute min/max rotation and is not absolutely ESSENTIAL to amazing dps but it certainly helps if you can pull it off.

Potential Rotation including Aimed Shot

With the nerf to Steady shot, Aimed shot becomes a potentially viable damage alternative in the rotation.

The only reservation of adding Aimed shot comes that it is a 10 sec cool down trying to fit into a rotation built around multiples of 6sec.  As such you will either have to skip a steady and wait 1sec to cast a Aimed every rotation or cast that steady and cast Aimed shot late every rotation.  Using Aimed shot in your regular rotation will also cut down on your LnL rotation damage since it may not be off cooldown when LnL procs.

Doing this gives Aimed Shot a cool down around ~11-12 seconds and reduces it’s long term damage output.

Trap Dancing

Trap Dancing is a different play style that has been in discussion on the EJ Forums for some time now. It revolves around standing at the ~5yrd dead zone and dropping an Immolation trap every cool down possible. While this spec and approach does yield slightly higher dps thru an increased number of LnL procs and subsequently Explosive shots, there are numerous issues that make difficult to implement in a live raid situation.

1) Boss Hit Box versus Trap Activation -
Many bosses have large hit boxes in this current raid content. Traps however, need to be at or near the center of a mobs hit box to activate. Bosses such as Malygos, Sartharion, Sapphiron, Gluth, Grobbulus, etc all have large hit boxes that require you to run to the center of the boss, drop your trap and get back out. While the EJ forums have proposed using Raptor strike / Mongoose bite to fill this dead time running in, it still is a major problem facing this spec.

2) High Mobility Fights
Not every fight in WotLK right now is like Patchwerk and allows you to stand and nuke and run in to drop your traps fear free. While bosses with predictable movement patterns are somewhat beneficial to trap dancing they also present an issue of staying at range and dropping when you can or constantly moving and trying to drop every trap cool down.

3) Survivability
I know that most healers and raid leaders alike do not want any more melee in on a boss than necessary on alot of fights. Positioning issues like Tail Swipes, Cleaves, Ice Tombs, all put a hunter trap dancing at risk for taking damage which in turn creates yet another person that healers have to worry about. In many cases you can get yourself swiped/cleaved/etc because you are running into the boss. The risks are higher than standing at range and most healers don’t like healing hunters as it is.

4) 30 Sec CD on LnL Procs
The latest ptr patch has added a 30 sec internal cool down to LnL procs through either stings or traps (no info has arisen proving these timers are separate). This discourages taking Resourcefulness for a reduced trap cool down time although in many cases promotes trap dancing because of the already low proc rate from serpent sting.

Overall thoughts on Trap Dancing

There will be a select few hunters who master this playstyle and post great results with it.  In most other cases, the general hunter population as well as healers and raid leaders everywhere will find themselves more at ease at range dpsing like hunters have always done in the past.

It looks like a solid play style when you look at the math on EJ but successfully implementing it into a raid situation will be a great deal more difficult than the potential dps boost it provides.

All the ideas of the spec however are not terrible. Any fight where you KNOW where a boss or add will be feel free to toss a trap down and get as many LnL procs as possible.

There is no denying that LnL is a powerful tool towards boosting survival hunter dps but it comes at a risky cost to go as far as Trap Dancing to maximize it.