A little while ago i put up this link to a new build i was going to try in PvP;
Dothia's Marksman PvP Spec V1.0
after some trials with this i was absolutley loving the disarm(s) i could do on players expecially the rogue's and Death knights and to some degree Paladins though as always if you keep your distence there not especially hard to take down in a fight (Arena's are a little different offcourse) for the Disarm effect and some extra damage on Chimera shot i was using this macro;
/Cast Scorpid Sting!
/Cast Chimera Shot
/Cast Serpent Sting
this immediatly applies Serpent after the Chimera/Scorpid so to keep a dot up in conjunction with the piercing wounds idea while continuing with the usual Aimed/Tranquilizing Shot/Arcane/Chimera Rotation . i have not used a /castsequence as sometimes these can break or get stuck.
but simply put whilst i was putting out some good DPS it just wasnt the same Burst that survival gave to you when you timed everything for a player burn(aka nuke) this i found wasnt a problem in Battlegrounds or duels as everything you had at your disposal as a marksman was somewhat more usefull than survival was but in arena this quickly changed although i had the Readiness ability to use streight after a set-up player burn it just wasnt enough and that 1.5second cooldown you get after using readiness is somewhat....anoying for instence that 1.5seconds resulted in us not burning down a player while our CC's where all on cooldown and the opposition just getting a heal in the nick of time while kill-shot was on route
sadly put: Marksman is missing its Viper Sting in my opinion for the mana drain game set-up if Viper Sting wasnt hit with some of blizzards inspired changes i think Marskman this patch may of had more success than Survival 2x detterence's and 1x hand of protection (i think thats the one pala's use on the freindly target? ) is one mean combination of damage mitigation.
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