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Lock and Load and Patient Sniper


Delaying Lock and Load

I received a question about Lock and Load recently, where a hunter had been told, when using Lock and Load with Patient Sniper, that they should hold their two instant cast Aimed Shots for the last two GCDs of Vulnerable, which they were a bit confused about and were hoping for some clarification.  The only clarification I have to give on that is... don't.  

The best case scenario, by holding Aimed Shot until the end of Vulnerable, you get one Aimed Shot with 150% buff, and one with 160% buff.  If you use Lock and Load on the first two free GCDs after casting Marked Shot, you'll get a 110% buff on one, and a 120% (or maybe 130%, if you have very low haste), which is less, sure, but after, you've still got plenty of time to cast another Aimed Shot for 150% or 160% damage (if you have >21.43% Haste and are casting your Marked Shots with >60 focus, you can even squeeze in two more Aimed Shots after the lock and load Aimed Shots).

A 60% buff?

I'm concerned that there might be a mistaken idea in the hunter community right now that views the difference between a regular vulnerable Aimed Shot and an end-of-Patient-Sniper-Vunlerable  Aimed Shot as vastly different, when an Aimed Shot in the very last second of Patient Sniper actually only does 30% more damage than an Aimed Shot in Vulnerable without Patient Sniper.  

The confusion may lie in the wording of the debuffs.  If you hover your mouse over the debuff of Vulnerable with Patient Sniper, between 0 and 1 seconds, it says it does 100% increased damage, and between 6 and 7 seconds it says 160% increased damage.  However, what that looks like is:

0-1 sec Patient Sniper:
2*1.145*1.18*1.12*2.97*(WD+2.8*AP/3.5)*(1+v)*(1+m)*.6802

6-7 sec Patient Sniper:
2.6*1.145*1.18*1.12*2.97*(WD+2.8*AP/3.5)*(1+v)*(1+m)*.6802


Other than the Vulnerable buffs, that is: a 14.5% buff from Windflight Arrows (assuming a level 54 weapon); an 18% buff from Lone wolf; a 12% buff from the Wind Arrows trait; 297% weapon damage with normalized AP (which is actually in a game a 275% weapon damage coefficient with an 8% buff in the form of a spec-wide aura); the buffs from Versatility and Mastery (treating "m" and "v" percentages as decimals); and finally the damage reduction due to a raid boss's armor.

For those following along, the only difference is the "2*" and "2.6*" at the beginning, and of course 2.6 is 30% more than 2, not 60% more.  This is still a significant buff, and we should aim for getting as many Aimed Shots toward the end of Vulnerable as possible, just not if it means getting less total Aimed Shots in Vulnerable.


A Time to Delay Lock and Load

That isn't to say there isn't any time to delay Aimed Shots when lock and load is proc'ed.  During Vulnerable, there are some odd Haste Points where you'll want to squeeze in an Arcane Shot or two right after casting Marked Shot or Windburst.  This happens when you have greater than 14.28% Haste, and less than 21.43% Haste.  The reason is, you don't have enough haste to squeeze in a fourth Aimed Shot, making 3 the most you can possibly do, so you want to stack those as close to the end of vulnerable as possible.  

The second occasion that it's worth delaying Lock and Load (which I'm sure is obvious to most any hunter) is if Vulnerable is not up.  In that case, the Aimed Shots without Vulnerable are worth only half as much as they would be during Vulnerable, and if you took patient sniper, they're worth even less than half.  

Because I haven't done any probabilities on here in a while:

There is a very, very small chance that you might ever go greater than 15 seconds (the duration of the Lock and Load buff) without getting a chance to apply Vulnerable.  with 0% haste, that's a 3.754% chance iff you proc LnL immediately following the end of a Vulnerable debuff that was caused by Windburst, and otherwise you performed your rotation optimally (not cutting off vulnerable).

That would mean your last marking targets was 8 seconds before your Windburst, which provides you an additional 7 seconds of Vulnerable (plus the 1.5 second cast time of Windburst).  At that point, we will have cast 5 auto-shots, each having a 25% chance to proc Marking Targets, and one more auto-shot right after vulnerable ends that also has a 25% chance to proc MT.  There's a 17.798% chance we get that far without proc'ing Marking Targets: .1779785=(1-.25)^6.  However, that's when bad luck protection kicks in, so the next auto-shot has a 43.75% chance to proc MT, and the one after that has a 62.5% chance.  If we make it that far without proc'ing MT, we'll have waited long enough to cast another Windburst, so we don't have to worry about proc'ing Marking Targets again.  So at worst, we have a 3.75% chance to not proc MT for that entire duration, which is: .037542=(1-.25)^6*(1-.4375)*(1-.625).

A Chance of Wasting Lock and Load Procs

Lock and Load has a plain 8% chance to proc on every Auto-shot (no fancy PPM or RPPM mechanics), which is fairly low, but every once in a while, you do get a glorious double, or even triple procs, right in a row.   While those moments can feel fairly awesome, they are rare enough that they won't affect whether or not we choose to delay using Lock and Load Aimed Shots.

There's only a 0.64% chance that we'll get two Lock and Load procs on subsequent Auto-shots.  Say we got a proc while Marking Targets wasn't up and Windburst was on Cooldown for at least another 6 seconds.  You choose not to wait and cast your Aimed Shots immediately and just luck out, LnL procs again and you fire those off.  You've done (without considering crits, which would average out to the same in any case) 4 times the base Aimed Shot damage for 0 focus cost.  If instead, you delay using Aimed Shot until you can get Vulnerable up, you only get two focus-free Aimed Shots, but those, even without Patient Sniper will do double the damage, letting you break even.  If you do have Patient Sniper up, you're now ahead in damage by delaying, because each will do more than double the base damage.

The only way you could do more damage by using it immediately, is if not only do you luck out and succeed on that 0.64% chance to get two LnLs in a row, but you also get a Marking Targets proc before after the first two Aimed Shots, and then get Vulnerable up before casting the last two Aimed Shots.  Though again, this is so unlikely a scenario, the vast majority of the time it's best to just wait and cast your Aimed Shots with Vulnerable.

Using Marked Shot Early for Lock and Load

A general rule for MM Hunters is not to cast Marked Shot if you don't have at the very least 67 Focus (assuming haste isn't high enough for 3 Aimed Shots within Vulnerable). This lets your focus use during Vulnerable look something like this:


Current
Starting Focus67
Marked Shot Cost-2542
Regen during Marked1557
Arcane Shot Cost865
Regen during Arcane1580
Aimed Shot Cost-5030
Regen during Aimed2050
Aimed Shot Cost-500
Regen during Aimed2020

You can continue use that basic pattern between 0% and 16.667% Haste.  At greater than 16.667% haste, with  no human delay or lag, the second aimed shot will begin to cast before the 6 second mark, causing it to hit in the +150% range, rather than +160% range.

Anyhow, the 67 starting focus can be lowered to 37 Focus if you proc Lock and Load when Marking Targets is proc'ed.

TL;DR

If Lock and Load procs while vulnerable isn't up, save it until Vulnerable is up.  If Lock and Load is proc'ed while Vulnerable is up, only delay its use if doing so will not result in a lower number of total Aimed Shots cast during Vulnerable.  

Four More Days Until Mass Effect: Andromeda


I haven't been this excited for a game to come out since, well probably just since Dragon Age: Inquisition, which I suppose wasn't actually that long ago.  Still, I'm super excited.  

I spent the last couple weeks quickly replaying ME:1 and ME:2, and am currently finishing up ME:3. A couple days ago I finished all of my sidequests and the leviathan DLC, so all I have left to do is the Citadel DLC (which I happen to think is the finest DLC ever created, even if it doesn't fit into the game's storyline very well), and then take the fight to cerburus and finish off the reapers.  I wanted to save these last parts for when I had some actual time to enjoy them, so I've got a nice bottle of gin and a free evening tonight to enjoy one last part with the crew of the Normandy before changing the galaxy forever (and then heading to Andromeda next tuesday).  

If there's anyone reading this who hasn't played Mass Effect before, obviously I think it's a brilliant game. I even still enjoy ME:1, which is quite dated at this point. There are a couple of mods that give you mostly HD textures, but even with those, the graphics are, well, a bit rough for modern PC gamers (kind of like going back to Duskwood to try to tame that Spirit Fox after spending nearly all of your time in the Broken Isles).  But still, the music is brilliant, and the story is great.  The combat is also a bit dated, but still worth it to have a full picture of who game's storyline.  

I've been trying to think of what might be the best ME class for those who like Hunters in WoW, and I've got to go with Infiltrator.  In ME:1 the infiltrator was kind of a hybrid class between the soldier and the engineer, but in ME:2 and ME:3, it becomes it's own unique class. The basics are, you have a cloaking mechanism that turns you almost invisible, and you fight with very high powered sniper rifles.  So if you just build up your other teammates to be fairly tanky, you can send them into battle much like Hunter Pets (well... maybe not really like hunter pets), while you stand at a distance and pop up out of cover to deliver crazy head shots.  If anyone comes nearby just cloak and move to another strategic point.  

Unlike in the other Bioware game (Dragon Age), you can't actually take control of your squadmates in Mass Effect, but you can give out commands, to have them use their powerful abilities to help you or to move to a particular spot, take cover and the like.  

Anyhow, I've been trying to read as little as possible about Mass Effect: Andromeda, as I'm really hoping to play spoiler free. I can't even really write about the things I'm most looking forward to in the game.  Just need to make it through this weekend, and hope it will be as fun as the original trilogy.

Choosing Stats for Fun



This morning in the Survival discord channel, I saw some interesting comments that I wanted to talk about a bit. Essentially the problem is: ever since Blizzard decided to give us longer GCDs that are affected by haste, stacking as much haste as possible is the only way to make the spec feel as fast and fun as it used to be; however, while it is the most fun stat for many specs, it isn't always the most beneficial stat for our DPS.

Survival's Stat Problems

For Survival Hunters, this problem is amplified by a couple things.  First, our mastery's stat conversion is incredibly low compared to every other stat, including even Versatility. Second, our 4 piece set bonus is powerful enough that it makes having a minimum amount of mastery (enough that you can expect to nearly always get 6 stacks of Mongoose Fury for during each application).  

Haste has a conversion rate of 1% increased attack speed, decreased cast times, etc., per 375 stats, SV's mastery, on the other hand, has a conversion rate of 1% increased chance to proc a Mongoose Bite charge per 800 stats.  

Because it takes more than twice as much stats to get 1% mastery as it does haste, to reach that base level of needed mastery, you have to give up a lot of haste (or crit or versatility).  Let's say we have a mythic ilvl ring.  The more abundant secondary stat on that ring might have around 2200 of that stat, if that's 2200 haste, we get nearly 6% haste.  If it's 2200 crit, we get 5.5% increased crit.  If it's 2200 mastery, we get a disappointing 2.75% mastery.  


The Fun of a Stat

It's really hard to quantify how "fun" a stat is.  With something like Versatility, there's no direct fun in the stat, but some indirect fun if you're able to stay alive ever so slightly easier and do slightly more damage.  Crit gets closer to what most people find fun, in that we all like seeing relatively huge numbers every once in a while, despite knowing that on average, it might not be much more damage than we get from a flat damage % increase, for some reason it feels better to get those occasional huge crits.  

Haste, I'd argue, has the most obviously direct effect on how much fun I'm having. While I wouldn't try to speak for all wow players, as I'm completely sure there are people with very different preferences than I have, it does seem clear that most people who have chosen to play hunters since the change to Focus, and possibly even in the mana days, did so because they enjoyed the faster paced play-style, and always having something to do.  I have no problem with other players if they happen to enjoy downtime, or slower cast times, more time to really plan out the next move perfectly. There's nothing inherently wrong with that, it just isn't what I like, and I imagine it's not what most people who've choose to play hunter over the last few expansions would like.  


Haste vs Mastery as SV

So having high haste just feels good. If I were to stack haste, I can get up around 40%, which brings me almost back to that 1 second GCD we had during the previous expansions, and just makes me feel like I'm doing something, rather than waiting for something.  

SV's mastery does feel good to some extent.  Having Hunting Companion procs gives you more to do, and you have to choose between starting your next Mongoose Fury chain or getting your traps or DoTs up.  However, it doesn't scale linearly at all.  With very low mastery, you essentially don't feel it at all.  When you get between 11-13% mastery, you're at a fairly sweet spot. About 12% mastery seems to normally get you to a full 6 stacks of Mongoose Fury, with some moments of bad luck, and some moments of good luck where you can spam Mongoose Bite for quite a while.  After that point, it seems fairly useless once again, though.  

To reach that sweet spot, again (because the conversion rate is so ridiculous) you have to use up a lot of your items' stat budgets. Which means less for the stat that really makes the spec fun.  

This is really the whole point I wanted to make with all of that rambling: it just seems odd to have to choose between getting a stat that is fun, and a stat that you need for DPS. This is even more true, when you have to choose between a lot of a fun stat, or a tiny little bit of a stat you need for DPS.  

Updating Hunters and Tools page



Foxxy over at the Warcraft Hunter's Union recently showed me a couple of Hunter youtubers that I was completely unaware of, including Signs of Kelani, whose video on maximizing MM Hunter DPS in Nighthold is above.

It occurred to me that I haven't really kept up very well with the broader hunter community in Legion. Some of that has just been a time constraint, or my grumpiness about the state of the game making me prioritize thinking about it.  Regardless, I'm hoping to rectify that.

I'd like to update the Hunters and Tools page as much as possible.  A large number of blogs I have linked there haven't been active in months, if not years, and I'm sure that I'm missing tons of new (or old that I just never noticed) content creators.

If you have a favorite hunter website or streamer or youtuber or, I don't know, forum poster, let me know.

Shoot vs Mythic Archimonde




Congratulations are in order for extreme hunter soloer, Shoot, who has taken on Mythic Archimonde and come out victorious.

For anyone interested, you can find people talking about this particular kill in this reddit thread, or follow him on twitter @robosoloshoot for more kill videos.  He also occasionally puts out soloing guides on his website Hunter Soloing.

Legendaries As We Progress Through Legion


For anyone who's been playing WoW at all in Legion, you have surely heard, if not experienced first hand, the huge disparity caused by the horrible implentation of Legendary gear.  Having a random chance to get either a Legendary that provides a huge mechanical boost to your spec, or, a seldom used utility buff has left many completely frustrated, or having to play alts that they don't really care about, only because that alt got lucky with Legendary drops. I believe that topic has been covered in plenty of depth.  The Developers know, at this point, what a terrible design flaw they added to the game, and have talked about how they want to fix it in future expansions: primarily by only having utility legendary actions, rather than some utility and some DPS/rotational legendary actions.

However, there's another aspect of the implentation of Legendaries in Legion that is only now becoming a really significant problem, and will unfortunately be getting worse the further we get into the expansion.

A Tale of Two Hunters

Let's imagine a raid team with a couple hunters in it. They've worked their way through a fair number of m+ dungeons to get their weapons upgraded, done a couple weeks of both normal and heroic Nighthold raiding, and are getting ready to start mythic progression.  Both of these hunters are 890 ilvl, and have similar trinkets, both have their 4 piece set bonuses.  And, both have two legendaries.  I imagine this is a fairly common situation.  The only significant difference in these two hunters, is one has gotten Legendary drops for armor, and the other only for jewelry.  

Let's call the hunter with legendary armor Halduron, and the hunter with legendary jewelry Loren. Their stats then look like this:

Halduron Loren
Agility 35188 31373
Secondaries 23847 25259

Halduron then ends up with 12.2% more Agility than Loren.  You might expect, with the larger than average secondary stat budgets that rings and necklaces have, that Loren would have significantly more secondary stats to make up for it, but instead, we see he only has 5.9% more secondary stats than Halduron.  

Again, you might think that Halduron must have tons of gem slots, making boosting his secondary stats, but in the actual two hunters I took these stats from, Loren has 6 gem slots, while Halduron only has 3.  So the actual disparity of secondary stats would be even larger if they had the same number.


Progressive Stat Scaling in Legion

Over a year ago, Celesatlon announced that they were changing the way stat scaling would work on gear over the course of an expansion.  Traditionally, the stat budgets of higher ilvl gear had increased exponentially, so you had nearly double the stats on your gear every tier (perhaps not exactly that much, but close to).  However, that meant by the end of the expansion, it was common to have huge amounts of your favorite stat, which apparently made the game extra difficult to balance.  

However, they recognized that some specs were nearly unplayable until you got to a certain amount of a particular stat.  So they decided to leave in the exponential stat budget scaling up through heroic dungeons or "raid ready" gear.  

Finally, to ensure we'd keep feeling more powerful, they decided to leave the stat budge for our primary stat scaling exponentially, and only reduce the scaling to linearly for the secondary stats.  

This is why the effects of legendary jewelry stat scaling wasn't felt too much in the earliest parts of the expansion.  At ilvl 910, when we were all in mostly ilvl 850-860 gear getting ready to start Emerald Nightmare, the Legendary jewelry really did have huge secondary stat budgets, which would to some extent (if it was itemized well) make up for not having your primary stat on your legendary.  But even now in Nighthold, not even a full tier of gear higher, the effects are much more pronounced, where we see the differences of 12.2% more agility, while the other has only 6% more secondaries.

It's worth noting also that all of the legendary jewelry has two stats, so even if there are specs out there (maybe arms warriors are closest?) that have a secondary stat that's close to twice as valuable as their primary stat, not all of the secondary stat budget will be used on that one amazing stat.  

The Tomb of Sargeras and Argus

Going forward, this effect will be much, much more pronounced. If the goal of having different scaling rates for gear stat budgets was that eventually, ilvl will be the only important aspect of armor, then it seems they've come up with a decent solution. But it leaves a huge problem for those of us who can't get any legendaries to drop other than jewelry. 

Assuming that Blizzard isn't willing to fix the problem until a new expansion is released, hopefully they're willing to add something to the game which will allow those players with the worst of luck to swap out their less-than-legendaries for actually legendary Legendaries.  

Hunter Talents on Top Progression Parses


Out of curiousity, mostly, I went through the top ten progression parses for each hunter spec, making note of which talents were used.  There was really only enough data for the first few bosses, so I may try to do this again over the next couple weeks or so, as more of the bosses are killed by a significant number of raid teams.

I should note, I'm not interested in top parses here just for the sake of high DPS numbers. Especially on bosses like Skorpyron, in normal and heroic the top parses are all filled with padding.  Even now in the second week, we're seeing more padding even on mythic difficulty (though not as much as on heroic and normal). The below, however, shouldn't be talents that have the most potential damage while farming raids, but the talents the top hunters are taking for progression raiding.

The talent use columns are separated into "Actual Use" and "Weighted".  The "Actual Use" column is the percentage that a particular talent was taken on a given fight.  The "Weighted" column shows preference to the top parses. In particular, the top parse is 1.5 times as vaulable as the middle parse, then the parses lower in weighted value gradually until the bottom parse is .5 times as valuable as the middle parse. This may or may not be a useful metric, but I was curious and calculated it for myself, so I figured I'd show it on here.

Survival Talent Use:


Skorpyron



Actual UseWeighted
Animal Instincts50%44%
Throwing Axes0%0%
Way of the Mok'50%56%
a Murder of Crows40%43%
Mortal Wounds0%0%
Snake Hunter60%57%
Posthaste10%5%
Disengage80%88%
Trailblazer10%7%
Caltrops100%100%
Guerrilla Tactics0%0%
Steel Trap0%0%
Sticky Bomb20%26%
Ranger's Net20%11%
Camouflage60%63%
Butchery100%100%
Dragonsfire Grenade0%0%
Serpent Sting0%0%
Spitting Cobra10%11%
Expert Trapper90%89%
Aspect o't' Beast0%0%

Here, Butchery and Caltrops seem to be the obvious choice for strong AoE.  AI vs WotM seem to be both good choices, with more top parses leaning toward WotM. The aMoC vs Snake Hunter choice had more parses choose Snake Hunters, but more top parses choose aMoC; either can be lined up with the vulnerable phases for more damage.

Chromatic Anomaly



Actual UseWeighted
Animal Instincts20%20%
Throwing Axes0%0%
Way of the Mok'80%80%
a Murder of Crows40%42%
Mortal Wounds0%0%
Snake Hunter60%58%
Posthaste0%0%
Disengage100%100%
Trailblazer0%0%
Caltrops80%78%
Guerrilla Tactics10%7%
Steel Trap10%15%
Sticky Bomb30%33%
Ranger's Net10%6%
Camouflage60%61%
Butchery50%41%
Dragonsfire Grenade0%0%
Serpent Sting50%59%
Spitting Cobra30%33%
Expert Trapper70%67%
Aspect o't' Beast0%0%

I was glad to see a couple hunters taking AI, as I think it's a kind of fun talent, even if a bit underwhelming; though the obvious choice here seems to be WotM. The level 60 tier had a couple outliers taking GT or Steel Trap.  I imagine we'll see more and more hunters taking steel trap going forward on single target and mostly single target fights, as more hunters notice that it does about 33% more damage than its tooltip says it should. 

Trilliax



Actual UseWeighted
Animal Instincts0%0%
Throwing Axes0%0%
Way of the Mok'100%100%
a Murder of Crows70%73%
Mortal Wounds0%0%
Snake Hunter30%27%
Posthaste0%0%
Disengage100%100%
Trailblazer0%0%
Caltrops60%55%
Guerrilla Tactics30%30%
Steel Trap10%15%
Sticky Bomb20%13%
Ranger's Net20%17%
Camouflage60%70%
Butchery10%5%
Dragonsfire Grenade0%0%
Serpent Sting90%95%
Spitting Cobra60%58%
Expert Trapper40%42%
Aspect o't' Beast0%0%


Marks Talent Use:


Skorpyron



Actual UseWeighted
Lone Wolf100%100%
Steady Focus0%0%
Careful Aim0%0%
Lock and Load100%100%
Black Arrow0%0%
True Aim0%0%
Posthaste100%100%
Farstrider0%0%
Trailblazer0%0%
Explosive Shot60%53%
Sentinel 0%0%
Patient Sniper40%47%
Binding Shot100%100%
Wyvern Sting0%0%
Camouflage0%0%
A Murder of Crows0%0%
Barrage0%0%
Volley100%100%
Sidewinders0%0%
Piercing Shot50%46%
Trick Shot50%54%

The levels 60 and 100 tiers were the only with any variation. In this case all but one person who took Explosive Shot took Piercing Shot, and vice versa for Patient Sniper and Trick Shot, with the choice coming down to, primarily, doing more AoE damage or more Single Target damage, which may be a choice we'll have to make based on Raid Comp, which I did not record. 


Chromatic Anomaly



Actual UseWeighted
Lone Wolf100%100%
Steady Focus0%0%
Careful Aim0%0%
Lock and Load90%95%
Black Arrow0%0%
True Aim10%5%
Posthaste100%100%
Farstrider0%0%
Trailblazer0%0%
Explosive Shot30%28%
Sentinel 0%0%
Patient Sniper70%72%
Binding Shot100%100%
Wyvern Sting0%0%
Camouflage0%0%
A Murder of Crows0%0%
Barrage0%0%
Volley100%100%
Sidewinders0%0%
Piercing Shot20%20%
Trick Shot80%80%

Nothing too out of the ordinary here.  I imagine a couple people took Explosive Shot to try to more quickly kill those 4 adds that spawn when the big add dies. Lock and Load may have been more of a movement choice, though Patient Sniper may also be problematic with the increased and decreased time.

Trilliax



Actual UseWeighted
Lone Wolf100%100%
Steady Focus0%0%
Careful Aim0%0%
Lock and Load20%20%
Black Arrow0%0%
True Aim80%80%
Posthaste100%100%
Farstrider0%0%
Trailblazer0%0%
Explosive Shot0%0%
Sentinel 0%0%
Patient Sniper100%100%
Binding Shot100%100%
Wyvern Sting0%0%
Camouflage0%0%
A Murder of Crows80%80%
Barrage0%0%
Volley20%20%
Sidewinders0%0%
Piercing Shot0%0%
Trick Shot100%100%

Here again we see mostly pretty typical single target builds.  A couple people took Volley and Lock and Load (the same people, I should note), which I'm told (thanks @ABirdofPrey) is more beneficial for those making hard swaps for add damage. 

Beast Mastery Talent Use:


Skorpyron



Actual UseWeighted
Big Game Hunter0%0%
Way of the Cobra0%0%
Dire Stable100%100%
Stomp100%100%
Dire Frenzy0%0%
Chimaera Shot0%0%
Posthaste100%100%
Farstrider0%0%
Trailblazer0%0%
One with the Pack0%0%
Bestial Fury0%0%
Blink Strikes100%100%
Binding Shot100%100%
Wyvern Sting0%0%
Intimidation0%0%
A Murder of Crows0%0%
Barrage0%0%
Volley100%100%
Stampede0%0%
Killer Cobra90%91%
Aspect of the Beast10%9%

This fight was the closest to having all top 10 parses using the same exact build. One lone BM Hunter took Aspect of the Beast instead of Killer Cobra, but asside from that, it seems there is one clear AoE build here.

Chromatic Anomaly



Actual UseWeighted
Big Game Hunter0%0%
Way of the Cobra60%57%
Dire Stable40%43%
Stomp100%100%
Dire Frenzy0%0%
Chimaera Shot0%0%
Posthaste100%100%
Farstrider0%0%
Trailblazer0%0%
One with the Pack10%14%
Bestial Fury40%27%
Blink Strikes50%59%
Binding Shot90%91%
Wyvern Sting0%0%
Intimidation10%9%
A Murder of Crows100%100%
Barrage0%0%
Volley0%0%
Stampede0%0%
Killer Cobra100%100%
Aspect of the Beast0%0%

Two tiers had some variety here. Pets tend to suffer more from long distances between targets, which I believe is what put Blink Strikes into the lead in its tier, with the most uses, and 4 of the top 5 parses. Way of the Cobra and Dire Stable seems to be more of a wash, with both seeming fairly viable. 

Trilliax



Actual UseWeighted
Big Game Hunter0%0%
Way of the Cobra70%59%
Dire Stable30%41%
Stomp100%100%
Dire Frenzy0%0%
Chimaera Shot0%0%
Posthaste100%100%
Farstrider0%0%
Trailblazer0%0%
One with the Pack20%20%
Bestial Fury70%75%
Blink Strikes10%5%
Binding Shot80%85%
Wyvern Sting0%0%
Intimidation20%15%
A Murder of Crows100%100%
Barrage0%0%
Volley0%0%
Stampede0%0%
Killer Cobra100%100%
Aspect of the Beast0%0%