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Steady Shot
Inv misc questionmark
  • Steady Shot (1 rank)
  • Hunter ability
  • 5 - 35 yd range
  • 5% of base mana
  • 1.5 sec cast
  • A steady shot that causes unmodified weapon damage, plus ammo, plus [RAP * 0.1 + X]. Causes an additional 175 against Dazed targets.
Properties
Class Hunter
School Physical
Cooldown None/Global Cooldown
Other information
Requirements Ranged Weapon
Improvements Ability hunter mastermarksman [Focused Aim], Ability hunter improvedsteadyshot [Improved Steady Shot], Ability hunter piercingshots [Piercing Shots], Ability hunter mastermarksman [Master Marksman], Achievement bg killingblow berserker [Marked for Death], Ability druid tigersroar [Survival Instincts], Ability hunter longshots [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.

Rank table

Rank Level Additional damage Cost
1 50 45 6g 93s
2 62 108 6g 93s
3 71 198 8g
4 77 252 8g

Notes

Steady Shot works like an inverted Ability impalingbolt [Arcane Shot]:

  • Ability impalingbolt [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 Ability whirlwind [Auto Shot] (like the former Inv spear 07 [Aimed Shot] did).

Since Patch 2.0.6, both attacks 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 Inv spear 07 [Aimed Shot]).

Since Patch 3.0.2, Steady Shot is available beginning at level 50 instead of 62.

Also note that:

  • Unlike Ability impalingbolt [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 Ability impalingbolt [Arcane Shot] [Changed in Patch 3.0.8]).

Tips and tactics

To understand how steady shot is affected by haste ratings it's important to understand how haste is calculated in WoW. A haste bonus is multiplied by frequency to achieve post-haste speed. 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
1.4493 + 0.5 + 0.2 = 2.149
2.149 x 1.15 x 1.2 = 2.966

Steady Shot is affected by Haste bonuses including that granted by Ability whirlwind [Auto Shot] and Ability hunter serpentswiftness [Serpent's Swiftness]. It is also affected by ranged attack speed bonuses including Ability hunter efficiency [Rapid Fire] and Spell nature bloodlust [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 Ability hunter serpentswiftness [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.

With the release of Patch 3.0.2, Steady Shot no longer clips Auto Shot. This makes choosing a weapon based on its speed less relevant.

Patch changes

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