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Kulia

MM moving

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I have a question about MM and movement.

IF the fight requires constant movement and we can't stand still for the majority of it, would it be worth it to switch to another spec, or would MM still pull ahead?

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At the moment for single target, it's worth staying MM unless you have some ungainly amount of mastery, probably still worth it up at 2 targets too. This is all in general though and it's hard to say for specific scenarios.

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Okay, so MM is the go to for all fights with one or two constant targets?

With BM or Surv pulling ahead on more AOE-focused fights?

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At the moment for single target, it's worth staying MM unless you have some ungainly amount of mastery, probably still worth it up at 2 targets too. This is all in general though and it's hard to say for specific scenarios.

 

^ that, though I don't imagine there will be many fights with literally constant movement. As far as ranged DPS classes go, MM hunter is still by far one of the most mobile, beaten only by SV hunter. Most ranged DPS can barely do any damage on move, MM hunter loses only a few percent. 

 

MM hunter can still have a 100% uptime on mastery provided he can afford to stay immobile 3 consecutive seconds out of each 6 seconds. 

 

I haven't done any tests myself, but I've heard statements that MM outperforms other specs even with 0 uptime on mastery. 

 

Either way, I wouldn't worry to much about movement. Proper movement allows to squeeze out a bit more DPS out of the spec, but it's not the most important part. 

Edited by Iridar

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^ that, though I don't imagine there will be many fights with literally constant movement. As far as ranged DPS classes go, MM hunter is still by far one of the most mobile, beaten only by SV hunter. Most ranged DPS can barely do any damage on move, MM hunter loses only a few percent. 

 

MM hunter can still have a 100% uptime on mastery provided he can afford to stay immobile 3 consecutive seconds out of each 6 seconds. 

 

I haven't done any tests myself, but I've heard statements that MM outperforms other specs even with 0 uptime on mastery. 

 

Either way, I wouldn't worry to much about movement. Proper movement allows to squeeze out a bit more DPS out of the spec, but it's not the most important part. 

 

 

Yeah even extremely low uptimes of Sniper Training, Marks will still outperform the others. It's really up for grabs though and Ill likely fuck with each spec at some point and look at logs to decide.

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Yeah even extremely low uptimes of Sniper Training, Marks will still outperform the others. It's really up for grabs though and Ill likely fuck with each spec at some point and look at logs to decide.

 

Heres the ilvl 630 sims:

http://www.simulationcraft.org/reports/Raid_T17P.html

 

MM: 20690

SV: 18744

BM: 18157

In that sim, MM was at 7.1% Mastery, so even if you completely removed MM's mastery (constant movement), MM would be doing more than SV.

 

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I have a question about MM and movement.

IF the fight requires constant movement and we can't stand still for the majority of it, would it be worth it to switch to another spec, or would MM still pull ahead?

Probably you will still have time to stop and get Sniper Training (if there is fire under you, you dont realy have to move all the way to the other side just out of rangeit )

Not sure if its intended or not but the new Aspect of the Fox (Party and raid members within 40 yards can move wile casting for 6 seconds) will not remove the Sniper Training buff. So i think that in a "big kite / run / etc " phase you can just use that. Otherwise just a Disengage shod do the trick. 

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It also helps that our casts are so long. Even if you lose your ST buff completely, you can regain it while casting a couple of Steady Shots - they barely do any damage anyway, so having no ST doesn't really matter in that instance. 

 

Aimed shot cast also takes 2.3-2.5, so you can basically cast one instant after stopping, and then just start casting Aimed. By the time cast finished, you'll already have ST up. Or just stop briefly before finishing another cast, giving you those 0.5-0.7 seconds that you need, before starting to cast another Aimed.

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