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* {{Patch 3.0.2|note= |
* {{Patch 3.0.2|note= |
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** Now uses ammo. In result, its bonus damage has been slightly reduced. Players can notice a damage increase based upon what ammo they use. |
** Now uses ammo. In result, its bonus damage has been slightly reduced. Players can notice a damage increase based upon what ammo they use. |
||
− | ** Now has a 2.0 cast time, up from 1.5. |
+ | ** Now has a 2.0 cast time, up from 1.5. |
− | ** |
+ | **No longer clips [[Auto Shot]] making weapon speed less relevant. |
− | ** |
+ | **Steady Shot is available beginning at level 50 instead of 62.}} |
* {{Patch 2.3.0|note=Tooltip clarified to indicate base weapon damage is used in the damage calculation.}} |
* {{Patch 2.3.0|note=Tooltip clarified to indicate base weapon damage is used in the damage calculation.}} |
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* {{Patch 2.2.0|note=The tooltip stating the percentage of Attack Power gained by Steady Shot was inaccurate and has been corrected. The damage remains unchanged.}} |
* {{Patch 2.2.0|note=The tooltip stating the percentage of Attack Power gained by Steady Shot was inaccurate and has been corrected. The damage remains unchanged.}} |
Revision as of 21:26, 17 August 2010
Steady Shot | |
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Properties | |
Class | Hunter |
School | Physical |
Cooldown | None/Global Cooldown |
Other information | |
Requirements | Ranged Weapon |
Improvements | [Focused Aim], [Improved Steady Shot], [Piercing Shots], [Master Marksman], [Marked for Death], [Survival Instincts], [Sniper Training] |
[[Category:hunter abilities]][[Category:hunter abilities]]
Steady Shot is a steady shot that causes unmodified weapon damage, plus ammo, plus X. Causes an additional Y damage against Dazed targets. Note that all shots have a .5 second hidden cast time, so the effective base casting time of this spell in-game is 2 seconds, as it appears in the in-game tooltip (but not necessarily retrieved from db sites).
Rank table
Rank | Level | Additional damage | Cost |
---|---|---|---|
1 | 50 | 45 | 6 93 |
2 | 62 | 108 | 6 93 |
3 | 71 | 198 | 8 |
4 | 77 | 252 | 8 |
Notes
Steady Shot works like an inverted [Arcane Shot]:
- [Arcane Shot] is an instant attack with a 6 sec global cooldown that prevents any other mana shots.
- Steady Shot is a 2 sec cast without cooldown.
- Both use a different timer than [Auto Shot] (like the former [Aimed Shot] did).
Arcane and Steady Shot both deal roughly the same damage (except that the magic damage from Arcane Shot is slightly more powerful against well-armored targets), so Steady Shot becomes the main damage generator in groups and raids (like the former [Aimed Shot]).
Also note that:
- Unlike [Arcane Shot], Steady Shot cannot be used while running.
- It is a casting ability, suffering from delays by enemy attacks.
- Steady Shot consumes a very small amount of mana (just 2/3 the mana cost of [Arcane Shot]).
Glyphs
The subject of this article was removed from World of Warcraft in patch 5.0.4.
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Source
This item is created with Inscription ( 385).
3x [Ink of the Sea] | 1x [Resilient Parchment] |
Patch changes
- Patch 5.0.4 (2012-08-28): Removed. Existing glyphs converted to [Glyph of Scattering].
- Patch 4.0.1 (2010-10-12): Became a prime glyph. No longer requires Serpent Sting for increased damage.
- Patch 3.0.2 (2008-10-14): Added.
External links
Tips and tactics
To understand how steady shot is affected by haste ratings it's important to understand how haste is calculated. A haste bonus is multiplied by frequency to achieve post-haste speed. World of Warcraft expresses all speeds as period rather than frequency, so the period must be divided by 1+bonus.
As for example in the above case:
Steady Shot Cast Time = 2 / 1.15 (hunter base ranged haste) / 1.2 (Serpent's Swiftness) = 1.4493
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Steady Shot is affected by Haste bonuses including that granted by [Auto Shot] and [Serpent's Swiftness]. It is also affected by ranged attack speed bonuses including [Rapid Fire] and [Bloodlust].
Hunters are the only class whose GCD is unaffected by haste. For this reason, hunters who are specializing in the Beast Mastery tree and who have [Serpent's Swiftness] will find additional haste from gear to be almost worthless. Even if Steady Shot completes in 1.4493 seconds, it still cannot be fired again until 1.5 seconds have passed.
Patch changes
- Patch 3.0.8 (2009-01-20):
- Now gains 10% of attack power as damage instead of 20%.
- [Arcane Shot]: Mana cost lowered to match the cost of Steady Shot.
- Patch 3.0.2 (2008-10-14):
- Now uses ammo. In result, its bonus damage has been slightly reduced. Players can notice a damage increase based upon what ammo they use.
- Now has a 2.0 cast time, up from 1.5.
- No longer clips [Auto Shot] making weapon speed less relevant.
- Steady Shot is available beginning at level 50 instead of 62.
- Patch 2.3.0 (2007-11-13): Tooltip clarified to indicate base weapon damage is used in the damage calculation.
- Patch 2.2.0 (2007-09-25): The tooltip stating the percentage of Attack Power gained by Steady Shot was inaccurate and has been corrected. The damage remains unchanged.
- Patch 2.0.6 (2007-01-23): The base damage for [Arcane Shot] has been reduced by about 9% and the bonus damage from ranged attack power reduced from 20% to 15%.
- This patch made Arcane Shot and Steady Shot do roughly the same amount of damage.
- This patch made Arcane Shot and Steady Shot do roughly the same amount of damage.
- Patch 1.5.0 (2005-06-07): Special ability shots no longer add the ranged weapon speed or take into account ranged weapon haste when determining the actual cooldown. The tooltip and cooldown timers should now properly reflect the actual cooldown.
External links
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