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Mists of Pandaria (5.0.4)
Updated:10-04-12 07:31 AM
Created:06-06-09 05:00 PM
Downloads:106,209
Favorites:246
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FaceShooter  Popular! (More than 5000 hits)
Version: 1.1.2
by: Crowfeather [More]
FaceShooter is a shot recommendation addon for hunters.

Based on your resources like cooldowns and focus it tries to recommend which spell should be to cast next.
It is a complete rewrite of my former version of FaceShooter (which is broken as of 4.0.1). It doesn't include all of the original addons features yet but I'm planning on including them later on.

NEWS:
I've updated FaceShooter for 5.0.4 since it seemed like there weren't that many changes to our rotation. That being said, I'll propably not maintain this Addon much longer. So if someone else feels like taking over, please let me know. Otherwise you might try Spellflash in addition to one of the hunter modules or some other alternative Addon instead.
1.0.0
- complete rewrite of FaceShooter for Cataclysm (WoW 4.x)
- utilizes Ace3

1.0.1
- inclusion of ttl module
- added some new options and restructured the whole menu in a clearer way

1.0.2
- finally fixed the MM rotation

1.0.3
- fixed the Serpent Sting bug

1.0.4
- fixed some BM rotation bugs
- fixed a bug with hiding/deactivating the TTL module
- added more options for AimS usage with and w/o Careful Aim

1.0.4c
- just some typos
- fixed another bug that prevented Arcane Shot from beeing suggested most of the time

1.0.4d
- upated the TOC for 4.2 and changed Careful Aim threshold to 90%

1.0.4e
- fixed focus regen calculations (ISS and Hunting Party not affecting it)

1.0.5b
- added T13 2pc bonus detection and changed focus regen accordingly
- some more small focus regen fixes

1.0.6
- fixed a bug that caused SS to be suggested as SV
- added an option to use KC as focus dump during LnL

1.0.7c
- changed AimS breakpoint definition from haste to casttime
- yet some more minor fixes to focus calculation

1.0.8
- changed LnL behavior to allow for two consecutive ES
- added an option to foce AS instead of AimS if 4pT13 bonus is available and off ICD (110s)

1.1.0
- quick & dirty update for 5.0.4 compatibilty

1.1.1
- Added support Dire Beast, A Murder of Crows, Blink Strike and Lynx Rush
- Some more fine tuning, bug fixing and testing (even as BM!)

1.1.2
- Added support for the level 90 talents
Optional Files (2)
File Name
Version
Size
Author
Date
Type
5.4.3
133kB
02-14-14 01:21 AM
Addon
5.3
15kB
05-25-13 10:49 PM
Patch


Archived Files (16)
File Name
Version
Size
Author
Date
1.1.1
129kB
Crowfeather
09-09-12 12:57 PM
1.1.0
128kB
Crowfeather
09-05-12 04:39 AM
1.0.8
130kB
Crowfeather
04-23-12 04:07 AM
1.0.7c
130kB
Crowfeather
12-12-11 09:05 AM
1.0.7b
130kB
Crowfeather
12-12-11 07:48 AM
1.0.5b
130kB
Crowfeather
12-07-11 03:53 PM
1.0.4e
128kB
Crowfeather
08-15-11 02:03 AM
1.0.4d
128kB
Crowfeather
08-08-11 09:43 AM
1.0.4c
126kB
Crowfeather
05-07-11 11:15 AM
1.0.4b
126kB
Crowfeather
05-07-11 02:53 AM
1.0.4
126kB
Crowfeather
05-06-11 09:36 AM
1.0.3
125kB
Crowfeather
05-02-11 03:21 PM
1.0.2
125kB
Crowfeather
05-01-11 03:32 PM
1.0.1
124kB
Crowfeather
12-15-10 02:50 PM
1.0.0
120kB
Crowfeather
12-02-10 10:04 AM
0.9.7b4
35kB
Crowfeather
07-13-10 06:22 AM


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Unread 02-28-10, 08:35 AM  
Kriebels
A Kobold Labourer

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25x FaceShooter-0.9.0b\FaceShooter.lua:273: attempt to perform arithmetic on field 'minDMG' (a nil value)
FaceShooter-0.9.0b\FaceShooter.lua:1873: in function `Scheduler'
FaceShooter-0.9.0b\FaceShooter.lua:2210: in function `OnUpdate'
FaceShooter-0.9.0b\FaceShooter.lua:1936: in function <FaceShooter\FaceShooter.lua:1936>

Locals:
self = <table> {
ToggleShowWhenSolo = <function> @ FaceShooter\FaceShooterOptions.lua:141:
talents = <table> {}
SetMinHM = <function> @ FaceShooter\FaceShooterOptions.lua:297:
CollectData = <function> @ FaceShooter\FaceShooter.lua:1467:
ToggleSaveISS = <function> @ FaceShooter\FaceShooterOptions.lua:340:
GetCombatStats = <function> @ FaceShooter\FaceShooter.lua:25:
cooldownFrame = cooldownFrame {}
usedGlyphs = <table> {}
SetFrameAlpha = <function> @ FaceShooter\FaceShooterOptions.lua:400:
ToggleShots = <function> @ FaceShooter\FaceShooterOptions.lua:190:
CheckSpellList = <function> @ FaceShooter\FaceShooter.lua:792:
UpdateConfigFrame = <function> @ FaceShooter\FaceShooterOptions.lua:998:
SniperCheck = <function> @ FaceShooter\FaceShooter.lua:1282:
IsTrackable = <function> @ FaceShooter\FaceShooterFunctions.lua:450:
shots = <table> {}
EstimateTTL = <function> @ FaceShooter\FaceShooter.lua:1193:
ToggleTTL = <function> @ FaceShooter\FaceShooterOptions.lua:212:
CalcDeviation = <function> @ FaceShooter\FaceShooter.lua:1033:
ToggleShowInParty = <function> @ FaceShooter\FaceShooterOptions.lua:128:
data = <table> {}
ChangeFrameVisibility = <function> @ FaceShooter\FaceShooter.lua:990:
GetGCD = <function> @ FaceShooter\FaceShooter.lua:1459:
SetFrameScale = <function> @ FaceShooter\FaceShooterOptions.lua:351:
ScanItems = <function> @ FaceShooter\FaceShooterFunctions.lua:353:
Options = <function> @ FaceShooter\FaceShooterOptions.lua:1036:
ReInitialize = <function> @ FaceShooter\FaceShooterFunctions.lua:475:
AspectsOptions = <function> @ FaceShooter\FaceShooterOptions.lua:505:
ToggleShowInRaid = <function> @ FaceShooter\FaceShooterOptions.lua:115:
equipment = <table> {}
events = <table> {}
CreateStatsFrame = <function> @ FaceShooter\FaceShooterFunctions.lua:115:
debuffs = <table> {}
textureList = <table> {}
ChimeraCheck = <function> @ FaceShooter\FaceShooter.lua:1303:
CreateScanTooltip = <function> @ FaceShooter\FaceShooterFunctions.lua:43:
OnUpdate = <function> @ FaceShooter\FaceShooter.lua:2204:
ToggleIgnoreHuntersMark = <function> @ FaceShooter\FaceShooterOptions.lua:307:
ShowConfigFrame = <function> @ FaceShooter\FaceShooterOptions.lua:1076:
ToggleLocked = <function> @ FaceShooter\FaceShooterOptions.lua:34:
ToggleAspects = <function> @ FaceShooter\FaceShooterOptions.lua:280:
tn = <table> {}
TTLOptions = <function> @ FaceShooter\FaceShooterOptions.lua:485:
version = "0.9.0b"
chimeraFrame = chimeraFrame {}
sniperFrame = sniperFrame {}
buffs = <table> {}
SniperOptions = <function> @ FaceShooter\FaceShooterOptions.lua:554:
sniperMover = sniperMover {}
nextShot = nextShot {}
chimeraMover = chimeraMover {}
pdebuffs = <table> {}
ToggleDisplayMethod = <function> @ FaceShooter\FaceShooterOptions.lua:154:
sn = <table> {}
ToggleWeaveLnL = <function> @ FaceShooter\FaceShooterOptions.lua:329:
TSLU = <table> {}
TogglePractise = <function> @ FaceShooter\FaceShooterOptions.lua:229:
ShowCheck = <function> @ FaceShooter\FaceShooterFunctions.lua:643:
ShotOptions = <function> @ FaceShooter\FaceShooterOptions.lua:450:
ChimeraOptions = <function> defined @FaceShooter\FaceShooterOp
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Unread 02-28-10, 04:10 AM  
Crowfeather
A Fallenroot Satyr
 
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Originally posted by Byakko
There's some issues with settings not being saved or being ignored on FaceShooter for me. For example, I tell FaceShooter to hide the sniper box. It works for one fight and then comes back again or when I zone to another area.

The same thing happens with disabling Hunter's Mark in-combat. This happened suddenly while steadily DPSing down Northrend Beasts. Hunter's Mark refused to disappear even tho Kill Shot should've gotten the priority.
I canīt reproduce either of those problems (not with zoning and not with reloadui). Your problem may very well be caused by an older savedvariables file too though. Did you try and delete the savedvbariables of FS already? Also do you get that problem only with those two options or are there any others that wonīt stay changed? If so - maybe thereīs some sort of write protection on that file (this would definatly affect all settings).
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Unread 02-27-10, 11:20 PM  
Byakko
A Deviate Faerie Dragon

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There's some issues with settings not being saved or being ignored on FaceShooter for me. For example, I tell FaceShooter to hide the sniper box. It works for one fight and then comes back again or when I zone to another area.

The same thing happens with disabling Hunter's Mark in-combat. This happened suddenly while steadily DPSing down Northrend Beasts. Hunter's Mark refused to disappear even tho Kill Shot should've gotten the priority.
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Unread 02-25-10, 11:27 AM  
Crowfeather
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Glad to hear it works now... or rather itīs not causing any errors because using Serpent Sting with mouseover macros will still lead to FS not being able to calculate itīs damage accurate.
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Unread 02-25-10, 09:19 AM  
Nevrah
A Kobold Labourer

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Originally posted by Crowfeather
Iīm sorry but I could neither reproduce the error nor do I have a clue why itīs happening or why the parser even gets to the mentioned line.

There has to be another edge condition thatīs just met with you. What spec do you use? Do you use 2T9? Did you turn on and debug messages? Did you disable some frames?
Also - maybe you should try and delete your FS savedvariables. Iīm not certain if thereīre some old variables that might interfere with the latest versions.

On another note, I just released another version which finally includes a GUI for the configuration. Let me know if something doesnīt work the way itīs supposed to.

Last not least the chimera frame now captures every multiplier but the paladins +3% damage auras - Iīm going to check my options for that one for the next version. In the meantime this shouldnīt pose much of a problem as, unless the paladin dies, the aura should have almost 100% uptime and wonīt make a difference anyway.
I also included support for the runes of power at the iron council, hodirs singed debuff and vezaxs shadow crashs in ulduar as well as the essence of the blood queen in icc. If thereīs any other (important) buff that either a) doesnīt affect all shots or b) can be used to get a higher serpent sting rolling - let me know.
My build is SV. I am no longer wearing any T9 pieces. The only thing that I have from FS hiding is the TTL window. This really became an issue last night on Faction Champions as I was Serpent Stinging a lot of secondary targets and would constantly get the error when switching to a target that currently has my Sting already on it.

I'm gonna try deleting the old version and reinstalling a fresh FS.

Edit: Just did a fresh reinstall and that seems to have fixed it. I tried to replicate the issue several times and could not. Also love the new Config Interface. Thank you for your hard work.
Last edited by Nevrah : 02-25-10 at 09:57 AM.
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Unread 02-25-10, 08:11 AM  
Crowfeather
A Fallenroot Satyr
 
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Iīm sorry but I could neither reproduce the error nor do I have a clue why itīs happening or why the parser even gets to the mentioned line.

There has to be another edge condition thatīs just met with you. What spec do you use? Do you use 2T9? Did you turn on and debug messages? Did you disable some frames?
Also - maybe you should try and delete your FS savedvariables. Iīm not certain if thereīre some old variables that might interfere with the latest versions.

On another note, I just released another version which finally includes a GUI for the configuration. Let me know if something doesnīt work the way itīs supposed to.

Last not least the chimera frame now captures every multiplier but the paladins +3% damage auras - Iīm going to check my options for that one for the next version. In the meantime this shouldnīt pose much of a problem as, unless the paladin dies, the aura should have almost 100% uptime and wonīt make a difference anyway.
I also included support for the runes of power at the iron council, hodirs singed debuff and vezaxs shadow crashs in ulduar as well as the essence of the blood queen in icc. If thereīs any other (important) buff that either a) doesnīt affect all shots or b) can be used to get a higher serpent sting rolling - let me know.
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Unread 02-24-10, 08:00 AM  
Nevrah
A Kobold Labourer

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Originally posted by Crowfeather
Could you tell me exactly what the error says please?
Message: Interface\AddOns\FaceShooter\FaceShooter.lua:425: attempt to perform arithmetic on field '?' (a nil value)
Time: 02/24/10 06:58:10
Count: 1
Stack: Interface\AddOns\FaceShooter\FaceShooter.lua:425: in function `GetCombatStats'
Interface\AddOns\FaceShooter\FaceShooter.lua:1817: in function `Scheduler'
Interface\AddOns\FaceShooter\FaceShooter.lua:2254: in function `?'
Interface\AddOns\FaceShooter\FaceShooter.lua:15: in function <Interface\AddOns\FaceShooter\FaceShooter.lua:15>
[C]: ?
[C]: in function `CameraOrSelectOrMoveStop'
[string "CAMERAORSELECTORMOVE"]:4: in function <[string "CAMERAORSELECTORMOVE"]:1>

Locals: self = <table> {
ToggleShowWhenSolo = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:134
talents = <table> {
}
SetMinHM = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:290
CollectData = <function> defined @Interface\AddOns\FaceShooter\FaceShooter.lua:1411
ToggleSaveISS = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:333
GetCombatStats = <function> defined @Interface\AddOns\FaceShooter\FaceShooter.lua:25
usedGlyphs = <table> {
}
SetFrameAlpha = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:393
ToggleShots = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:183
CheckSpellList = <function> defined @Interface\AddOns\FaceShooter\FaceShooter.lua:781
SniperCheck = <function> defined @Interface\AddOns\FaceShooter\FaceShooter.lua:1226
IsTrackable = <function> defined @Interface\AddOns\FaceShooter\FaceShooterFunctions.lua:450
shots = <table> {
}
aspectsFrame = aspectsFrame {
}
EstimateTTL = <function> defined @Interface\AddOns\FaceShooter\FaceShooter.lua:1137
InitSavedVariables = <function> defined @Interface\AddOns\FaceShooter\FaceShooterFunctions.lua:2
CalcDeviation = <function> defined @Interface\AddOns\FaceShooter\FaceShooter.lua:977
ToggleShowInParty = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:121
data = <table> {
}
ChangeFrameVisibility = <function> defined @Interface\AddOns\FaceShooter\FaceShooter.lua:934
GetGCD = <function> defined @Interface\AddOns\FaceShooter\FaceShooter.lua:1403
SetFrameScale = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:344
ScanItems = <function> defined @Interface\AddOns\FaceShooter\FaceShooterFunctions.lua:353
Options = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:568
ReInitialize = <function> defined @Interface\AddOns\FaceShooter\FaceShooterFunctions.lua:475
ToggleChimera = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:253
ToggleShowInRaid = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:108
aspectsMover = aspectsMover {
}
events = <table> {
}
lastShot = lastShot {
}
CreateStatsFrame = <function> defined @Interface\AddOns\FaceShooter\FaceShooterFunctions.lua:115
debuffs = <table> {
}
textureList = <table> {
}
ChimeraCheck = <function> defined @Interface\AddOns\FaceShooter\FaceShooter.lua:1247
CreateScanTooltip = <function> defined @Interface\AddOns\FaceShooter\FaceShooterFunctions.lua:43
OnUpdate = <function> defined @Interface\AddOns\FaceShooter\FaceShooter.lua:2129
ToggleIgnoreHuntersMark = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:300
ToggleLocked = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:27
ToggleAspects = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:273
debug = <table> {
}
tn = <table> {
}
version = "0.8.0b"
chimeraFrame = chimeraFrame {
}
equipment = <table> {
}
buffs = <table> {
}
SniperOptions = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOptions.lua:497
sniperMover = sniperMover {
}
sniperFrame = sniperFrame {
}
chimeraMover = chimeraMover {
}
nextShot = nextShot {
}
ToggleDisplayMethod = <function> defined @Interface\AddOns\FaceShooter\FaceShooterOp


I can easily replicate this by shooting a target dummy, putting a Serpent Sting with my mouseover macro on a second dummy, then switching to the second dummy and the error pops up.
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Unread 02-24-10, 02:40 AM  
Crowfeather
A Fallenroot Satyr
 
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Originally posted by Nevrah
I'm getting an error when I Serpent Sting a different target (from my current target) with a mouseover macro, then switch from my current target to the Sting'ed target (from the mouseover macro). The error stays up for as long as that target is alive. I can switch to another target (so long as I haven't applied a Serpent Sting with my mouseover macro) and have no error. But as soon as I switch to a target that already has my Sting already on it, I get the error.
Could you tell me exactly what the error says please?
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Unread 02-23-10, 10:28 PM  
Nevrah
A Kobold Labourer

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I'm getting an error when I Serpent Sting a different target (from my current target) with a mouseover macro, then switch from my current target to the Sting'ed target (from the mouseover macro). The error stays up for as long as that target is alive. I can switch to another target (so long as I haven't applied a Serpent Sting with my mouseover macro) and have no error. But as soon as I switch to a target that already has my Sting already on it, I get the error.
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Unread 01-26-10, 06:06 AM  
Crowfeather
A Fallenroot Satyr
 
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Re: Damage calculation with noxious stings

Originally posted by foomachi
I'm looking at the code and it doesn't seem to me that it correctly accounts for the damage increase provided by Noxious Stings when Serping Sting is active.

It does use the presence of NS/SS to calculate the damage, but when calculating whether or not serpent sting should be fired, it should consider the additional damage that will be done if serpent sting is fired if SS isn't already up. It seems like this would make it less likely to suggest firing serpent sting then it should.

I haven't tried to figure out how to fix this, but thought I'd ask here first to see if I might be missing something.
It should always account for NS.
The problem is that Iīm calculating all the damage modifiers in the beginning of the function. So if thereīs no serpent sting already running on the target it assumes an modifier of 1 (meaning no modifier really) for NS.
Now thatīs fine for every shot but serpent sting itself. If Iīm casting serpent sting it immediatly buffs itself with NS even though it wasnīt present at the time of the cast. On the other hand every reapplication of serpent sting while the sting is still running is already taking account for the buff via the above mentioned general modifier. In order to prevent NS from beeing applied twice the code explicitly excludes NS if the sting is already ticking at the time of the application.

Also, no adjustments for T10 set bonuses, are you possibly planning an update soon? If not, I'll try to add it myself since I'll be getting the 2-piece bonus soon!
Iīm working on an update right now but itīs kind of an extensive update including not just for the new set bonus but also some more fixes/updates to all shot calculations and an self check against values read in the combatlog.

That means if FS calculates that arcane shot should hit for 3k but repeatedly finds it hitting for 3,6k it assumes itīs missing some kind of buff and puts a generic 1,2 modifier in place for its future calculations. That should take care of buffs like the +100% damage at the Blood Queen for instance. Even though having buffs that increase all damage shouldnīt really be an issue anyway as relative values remain the same. This feature will also help me detecting future inconsistencies with shot calculations though.
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Unread 01-20-10, 03:56 PM  
foomachi
A Kobold Labourer

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Damage calculation with noxious stings

I'm looking at the code and it doesn't seem to me that it correctly accounts for the damage increase provided by Noxious Stings when Serping Sting is active.

It does use the presence of NS/SS to calculate the damage, but when calculating whether or not serpent sting should be fired, it should consider the additional damage that will be done if serpent sting is fired if SS isn't already up. It seems like this would make it less likely to suggest firing serpent sting then it should.

I haven't tried to figure out how to fix this, but thought I'd ask here first to see if I might be missing something.

Also, no adjustments for T10 set bonuses, are you possibly planning an update soon? If not, I'll try to add it myself since I'll be getting the 2-piece bonus soon!
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Unread 01-11-10, 06:45 PM  
Nevrah
A Kobold Labourer

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I hope this mod isn't going to be abandoned. I prefer FS over FR for rotation mods. I absolutely love the rotating display. It helps me by giving some extra time to determine the changing shot rotation.

I also hope this mod continue's to be updated once the xpac arrives.

Thanks again for the wonderful mod.
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Unread 12-26-09, 08:04 PM  
pro_96
A Kobold Labourer

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Hey Midnight, I hope all is well

I have three possibly valid points

#1 FS will recommend another steady shot even if aimed shot comes off cooldown before the last steady I am currently firing is out. My latency is 80ms

#2 Sometimes FS will stop recommending serpent sting be reapplied and it will continue to do so even when firing steady shots (a perfect time to reapply) This usually happens when for some reason I don't get serpent sting back on the target quick enough and Explosive shot comes up .. Black arrow ect. ..I fire explosive shot and it seems to ignore the serpent sting from there on until I reapply serpent sting.

#3 http://elitistjerks.com/f74/t45219-h..._ons_mods/p15/
Alienangel's post #372
She made some good suggestions.

Thank you very much for taking the time to help the hunter community.
Last edited by pro_96 : 12-26-09 at 08:05 PM.
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Unread 11-28-09, 10:55 AM  
Moruze
A Kobold Labourer

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BM and Multishot

Version: 0.7.12b

I've been using this addon as a BM hunter. Regardless of the situation, it will suggest Multishot over Arcane and Steady Shot. Based on completely observational evidence, I don't think this is the correct suggestion. My Arcane Shots always do more damage than Multishot on single targets, and consume roughly half as much mana. Unless there are multiple targets, Multishot does not appear to provide a DPS advantage. I plan on speccing out of BM as soon as I get a new gun, so this isn't a huge deal, but I'd like to know what's causing this.
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Unread 11-20-09, 01:02 PM  
tuff_ghost
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Sometimes FS displays the Hunter's Mark icon in combat, even after I've specifically turned off that feature. When this happens, it seems to prioritize HM over all other abilities, even Kill Shot.
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