Post by bloodmist on Feb 15, 2010 17:53:35 GMT -5
Marksmanship Hunter Raiding Guide.
_________________________________________________________________________________
Table of Contents:
1: Requisite stats to consider switching.
2: Core Talents.
3: Floater Points.
4: Talents to Avoid.
5: Talent Builds.
6: Glyphs.
7: Stat priorities.
8: Rotation Priorities.
9: Pet's and Pet Specs.
10: Add-Ons.
11: Links to other sites.
12: FAQ
13: Buffs and Debuffs that are beneficial.
14: Tips and tricks for maximizing DPS.
_________________________________________________________________________________
Requisite stats to consider switching:
4,000 Unbuffed Attack Power(Preferably without Trueshot Aura or Dragonhawk turned on).
35% unbuffed Critical Strike Chance.
Item Level 226 and up ranged weapon.
Now, you could get by with slightly lesser stats and pull somewhat less DPS than a Survival specced Hunter in equal gear, but in order to do so, you need the damage provided by a iLevel 226+ ranged weapon. Making the switch prior to an iLevel 226+ weapon will have you either barely above, or below a BM hunter in equivalent gear.
_________________________________________________________________________________
Core Talents:
These are the talents that are absolutely necessary for the Marksmanship hunter.
Without further ado...
From the Beast Mastery Tree:
Improved Aspect of the Hawk, while Aspect of the Hawk or Dragonhawk is active, all normal ranged attacks have a 10% chance of increasing ranged attack speed by 15% for 12 sec.
Focused Fire, all damage caused by you is increased by 2% while your pet is active and the critical strike chance of your pet's special abilities is increased by 20% while Kill Command is active.
From the Marksmanship Tree:
Lethal Shots, 5% chance to crit with your ranged attacks.
Mortal Shots, 30% increased critical strike damage on your shot abilities(Note that Auto-Shot does not count towards this).
Careful Aim, you gain Attack Power equal to 100% of your intellect.
Go for the Throat, your pet gains 25/50 focus when you crit, only 1 point is necessary, but you might find better returns with the second point in it.
Aimed Shot, due to talents further in the tree, Aimed Shot not only hit's much harder than Multi-Shot(Which it shares a cooldown with), but it is much more mana effiecient.
Rapid Killing, reduces the cooldown of your Rapid Fire ability by 2 min. In addition, after killing an opponent that yields experience or honor, your next Aimed Shot, Arcane Shot or Chimera Shot causes 20% additional damage. Lasts 20 sec.
Improved Stings, 30% more damage done by Serpent Sting and 30% more mana drained by Viper Sting, 30% reduction in chance to be dispelled.
Readiness, refreshes all your abilities that are on cooldown.
Barrage, Increases damage done by Aimed Shot, Multi-Shot and Volley by 12%.
Combat Experience, increases your Agility and Intellect by 4%.
Ranged Weapon Specialization, increases damage you deal with ranged weapons by 5%.
Piercing Shots, causes your critical strikes with Chimera Shot, Aimed Shot and Steady shot to bleed for 30% of the damage caused over 8seconds(Note this is a stacking debuff).
Master Marksman, increases your critical strike chance by 5%, and reduces the cost of Aimed Shot, Chimera Shot and Steady shot by 25%.
Rapid Recuperation, grants you 4% of your maximum mana back every 3 seconds while under the effects of Rapid Fire, and grants 6% of your maximum mana back when you gain the Rapid Killing buff.
Wild Quiver, 12% chance on your auto-shot to hit the target with an attack that deals 80% of your ranged weapon damage as nature damage, does not consume ammo.
Silencing Shot, Deals 50% ranged weapon damage and silences the target for 3 seconds, also interrupts non player character casts(Off the global Cooldown).
Marked for Death, increases your critical strike damage bonus with Aimed Shot, Arcane Shot, Chimera Shot, Kill Shot and Multi-Shot by 10% and while attacking a target that has a hunter's mark on them, all your shot damage and your pet's special ability damage is increased by 5%.
Chimera Shot, deals 125% ranged weapon damage, refreshing your current sting and has an additional effect based on the sting that is currently placed on the target.
Serpent Sting Effect: Deals 40% of the damage Serpent Sting would deal over it's full 15(21 Glyphed)second duration.
Viper Sting: Instantly grants you mana equal to 60% of the total amount drained by Viper Sting.
Scorpid Sting: Attempts to disarm the target(1 minute internal cooldown, and only disarms the main hand weapon).
Survival Tree:
Improved Tracking, while tracking Beasts, Demons, Dragonkin, Elementals, Giants, Humanoids and Undead, all damage done to those types by the Hunter is increased by 5%.
Survival Instincts, reduces all damage taken by 4% and increases the critical strike chance of your Arcane Shot, Steady Shot, and Explosive Shot by 4%.
_________________________________________________________________________________
Floater Points:
These talents are optional in that you can interchange between them fairly freely to customize the build to suit your needs, note that they are all in the MM tree, anything beyond what is considered as core talents for the MM build from the other tree's is a complete waste.
Focused Aim, increases your chance to hit by 1/2/3% and reduces pushback while casting Steady Shot by 23/46/70%(Note that the hit does not appear in the character tab, but you still obtain it while you have the talent).
Improved Hunter's Mark, increases the Ranged Attack Power bonus by 30% and reduces the cost by 100% for your Hunter's Mark.
Improved Arcane Shot, increases the damage done by your arcane shot by 15%.
True Shot Aura, increases party/raid member's Attack Power by 10% as long as they are within 45 yards of you(This does include you as well).
Improved Barrage, increases your critical strike chance with Aimed Shot and Multi-Shot by 4/8/12% and reduces pushback suffered from damaging attacks by 33/66/100% while channeling volley.
Improved Steady Shot, grants your steady shot a 5/10/15% chance to increase the damage of your next Aimed, Arcane or Chimera shot by 15%, and reduce the mana cost of your next Aimed, Arcane and Chimera Shot by 20%.
_________________________________________________________________________________
Talents to Avoid:
Aside from the obvious any talents beyond the 7 points you have invested in the BM and SV tree's, there are a couple talents in the MM tree that really are not worth taking as they do not directly or indirectly buff your DPS, or are just horrible for the point investment.
Improved Concussive Shot, increases the duration of the concussive shot daze by 1/2seconds.
Efficiency, reduces the mana cost of your shots and stings by 3/6/9/12/15%.
Concussive Barrage, grants your Multi-Shot and Chimera Shot a 50/100% chance to daze the target for 4seconds.
_________________________________________________________________________________
Talent Builds:
Now to me, most of these are rather no brainer builds, but that's probably due more to my exposure to theory craft than anything else. All of these builds are based off of the standard 7/57/7, any other MM Build for raiding is sub par comparatively.
Note that all these include TSA, if you have the 10% AP buff brought by another class, feel free to drop the point in TSA and place it where ever you wish.
www.wowhead.com/?talent#cxbZ0eVsRhzGIkguAox00b Still includes Imp. Arcane Shot, this is the standard variant, if you need hit, pull points out of Improved Steady Shot to put into Focused Aim as needed.
www.wowhead.com/?talent#cxbZ0eAsRhzGIktuqox00b The HM Bitch build, if you have the requisite ArP to drop Arcane Shot from your list, place the points in Imp. Arcane into Improved Steady Shot and either Rapid Recuperation or Improved Barrage.
www.wowhead.com/?talent#cxbZ0eVbRhzGIsguAox00b ArP Spec, this is only used once you drop Arcane from the list.
_________________________________________________________________________________
Glyphs:
Required:
Serpent Sting, increases the duration of your serpent sting by 6 seconds, this glyph is 100% required for MM.
Choose 2 of these:
Kill Shot, reduces the cooldown of Kill Shot by 6 seconds.
Hawk, increases the haste bonus of Improved Aspect of the hawk by 6%.
Chimera Shot, reduces the cooldown by 1 second, only recommended if you have sub 100ms latency.
Aimed Shot, reduces the cooldown by 2s, only take if you take the Chimera Shot glyph.
True Shot Aura, increases the crit chance of your Aimed Shot by 10% while True Shot Aura is active.
Hunter's Mark, Increases the Ranged Attack Power bonus of your Hunter's Mark by 20%, only recommended if you are the HM Bitch.
Steady Shot, increases the damage of your steady shot while your serpent sting is active on the target.
_________________________________________________________________________________
Stat Priorities:
By this point in the game, I hope like hell you know what each stat provides for you, just in case you hit yourself hard enough on the head to forget, here's a quick breakdown of the DPS stats(Provided in no particular order).
Agility, Provides 1.04 AP and .012% crit per point.
Int Provides 1.04 AP and 15.6 mana per point.
Armour penetration rating, decreases the target's armour.
Haste Rating, increases your attack speed and reduces your cast times, sadly for a hunter it does not affect our Global Cooldown.
Crit Rating, increase your critical strike chance.
AP, provides AP.
Now, onto the priorities you should follow when gemming, and when looking at gear to see if it's an upgrade(This is assuming you are hit capped, and can maintain the hit cap by using your brain, I'm not here to hold your hand damn it!).
1) Agility
2) Armour Pen
3) Crit
4) AP
5) Int
Small explanation on ArP.
As stated before, ArP reduces your target's armour, this is done on a percentage basis, and the more you have, the more valuable it get's until you hit the hard cap. There are no diminishing returns on this particular stat, just gains and then a brick wall.
0 ArP, you are going to want to be specced into Imp. Arcane Shot here, as your arcane will still do more damage than steady on a shot per shot basis.
350-400 ArP, at around this time you want to drop arcane shot from your normal priority list, and instead use it only when moving, reason being, when you factor in Piercing Shots, your steady shot's are now doing a lot more damage than Arcane, assuming that the ArP is strictly from gear, no gems at all.
735-788 ArP, the soft caps with the ArP proc trinkets, Mjolnir Runestone(Cap is 735) and Grim Toll(Cap is 788), if you have either of these trinkets and good enough base stats that you won't drop below 40% crit when you swap your gems, it is possible to switch to gemming enough ArP to hit the soft cap for the particular trinket you are using, but generally not advisable, just be sure to check if this is a DPS loss or boost for you on the spread sheet, this assumes that your ArP is strictly from gear.
1000-1200, at this point you can safely drop the ArP trinket if you wish, if you have this much passive ArP, be it just from gear or gear and gemming, your physical damage shots are going to be tearing chunks out of everything.
1400, capped, at this point if you go beyond the cap you are wasting itemization, so you are better off gemming agility.
Now, aside from the plateau's listed, there are a few small things you should know about ArP.
One, it is a DPS loss to switch to gemming it below a certain threshold, which is usually around 700-800 ArP from gear alone, depending on gear. Second, is that you lose all flexibility as far as switching specs for other fights or based on raid comp.
_________________________________________________________________________________
Rotation Priorities:
Ok, now to the part that will really make or break you, your "Rotation", which is no longer a rotation as such, it is now a list of priorities that you hit as they come off cooldown with the abilities with the highest priority obviously getting used first, now onto the priority list itself.
Silencing Shot(This is macro'd into all your other shots).
Serpent Sting
Chimera Shot
Kill Shot
Aimed Shot
Arcane Shot
Steady Shot
Now, as a small little wrench in the works, if you have over 350 passive Armour Pen, you can drop Arcane Shot from your shot list, except when moving.
Your DPS boosting cooldowns should be used as often as possible during a boss fight, with the Rapid Fire > Readiness > Rapid Fire chain getting the most use. So far there is two main schools of thought regarding how to use the RF > Readiness > RF combo.
The one I prefer, is Rapid Fire, blow everything wait till RF is up, readiness, and rapid fire again.
The next one, as posted by Xumio, Rapid Fire, then Chimera and Aimed (and arcane if you use it) and then readiness and Chimera and Aimed (again, and arcane if you use it) again, then use Rapid Fire when the timer is up.
_________________________________________________________________________________
Pet's and Pet Specs:
As far as raiding pet's go, a Wolf is your best one, due to it's family ability, Furious Howl, which add's 320 AP for 20s on a 40s cooldown.
www.wowhead.com/?petcalc#0Md00sc00hooo
Is the current top raiding spec for Ferocity pet's.
If you really feel like using a Cunning pet to DPS, www.wowhead.com/?petcalc#c0bo00shoMk0o is what I recommend.
_________________________________________________________________________________
Add-Ons:
There are no add-ons I consider 100% necessary, but there are a number I do consider essential if you do want to maximize your DPS.
First, a hot bar add-on, like BarTender4 or Dominoes, gives you more bars than the standard Blizzard UI and allows you to place them where YOU want them, and resize them as you see fit as well.
Quartz, Auto-Shot/Swing Timer(For those that like to keep track of these things), better cast bar, Global Cooldown bar and customization all make this a highly recommended choice.
Unit Frames add-on, I recommend PitBull or Stuf(I've been experimenting with this one, it's really nice so far), but shop around and find one that fits you.
A DoT Timer is pretty handy to have, I recommend Ellipsis, which also has the added benefit of a Cooldown Timer and a Buff Tracker as well as tracking all your debuffs on all your targets.
_________________________________________________________________________________
Table of Contents:
1: Requisite stats to consider switching.
2: Core Talents.
3: Floater Points.
4: Talents to Avoid.
5: Talent Builds.
6: Glyphs.
7: Stat priorities.
8: Rotation Priorities.
9: Pet's and Pet Specs.
10: Add-Ons.
11: Links to other sites.
12: FAQ
13: Buffs and Debuffs that are beneficial.
14: Tips and tricks for maximizing DPS.
_________________________________________________________________________________
Requisite stats to consider switching:
4,000 Unbuffed Attack Power(Preferably without Trueshot Aura or Dragonhawk turned on).
35% unbuffed Critical Strike Chance.
Item Level 226 and up ranged weapon.
Now, you could get by with slightly lesser stats and pull somewhat less DPS than a Survival specced Hunter in equal gear, but in order to do so, you need the damage provided by a iLevel 226+ ranged weapon. Making the switch prior to an iLevel 226+ weapon will have you either barely above, or below a BM hunter in equivalent gear.
_________________________________________________________________________________
Core Talents:
These are the talents that are absolutely necessary for the Marksmanship hunter.
Without further ado...
From the Beast Mastery Tree:
Improved Aspect of the Hawk, while Aspect of the Hawk or Dragonhawk is active, all normal ranged attacks have a 10% chance of increasing ranged attack speed by 15% for 12 sec.
Focused Fire, all damage caused by you is increased by 2% while your pet is active and the critical strike chance of your pet's special abilities is increased by 20% while Kill Command is active.
From the Marksmanship Tree:
Lethal Shots, 5% chance to crit with your ranged attacks.
Mortal Shots, 30% increased critical strike damage on your shot abilities(Note that Auto-Shot does not count towards this).
Careful Aim, you gain Attack Power equal to 100% of your intellect.
Go for the Throat, your pet gains 25/50 focus when you crit, only 1 point is necessary, but you might find better returns with the second point in it.
Aimed Shot, due to talents further in the tree, Aimed Shot not only hit's much harder than Multi-Shot(Which it shares a cooldown with), but it is much more mana effiecient.
Rapid Killing, reduces the cooldown of your Rapid Fire ability by 2 min. In addition, after killing an opponent that yields experience or honor, your next Aimed Shot, Arcane Shot or Chimera Shot causes 20% additional damage. Lasts 20 sec.
Improved Stings, 30% more damage done by Serpent Sting and 30% more mana drained by Viper Sting, 30% reduction in chance to be dispelled.
Readiness, refreshes all your abilities that are on cooldown.
Barrage, Increases damage done by Aimed Shot, Multi-Shot and Volley by 12%.
Combat Experience, increases your Agility and Intellect by 4%.
Ranged Weapon Specialization, increases damage you deal with ranged weapons by 5%.
Piercing Shots, causes your critical strikes with Chimera Shot, Aimed Shot and Steady shot to bleed for 30% of the damage caused over 8seconds(Note this is a stacking debuff).
Master Marksman, increases your critical strike chance by 5%, and reduces the cost of Aimed Shot, Chimera Shot and Steady shot by 25%.
Rapid Recuperation, grants you 4% of your maximum mana back every 3 seconds while under the effects of Rapid Fire, and grants 6% of your maximum mana back when you gain the Rapid Killing buff.
Wild Quiver, 12% chance on your auto-shot to hit the target with an attack that deals 80% of your ranged weapon damage as nature damage, does not consume ammo.
Silencing Shot, Deals 50% ranged weapon damage and silences the target for 3 seconds, also interrupts non player character casts(Off the global Cooldown).
Marked for Death, increases your critical strike damage bonus with Aimed Shot, Arcane Shot, Chimera Shot, Kill Shot and Multi-Shot by 10% and while attacking a target that has a hunter's mark on them, all your shot damage and your pet's special ability damage is increased by 5%.
Chimera Shot, deals 125% ranged weapon damage, refreshing your current sting and has an additional effect based on the sting that is currently placed on the target.
Serpent Sting Effect: Deals 40% of the damage Serpent Sting would deal over it's full 15(21 Glyphed)second duration.
Viper Sting: Instantly grants you mana equal to 60% of the total amount drained by Viper Sting.
Scorpid Sting: Attempts to disarm the target(1 minute internal cooldown, and only disarms the main hand weapon).
Survival Tree:
Improved Tracking, while tracking Beasts, Demons, Dragonkin, Elementals, Giants, Humanoids and Undead, all damage done to those types by the Hunter is increased by 5%.
Survival Instincts, reduces all damage taken by 4% and increases the critical strike chance of your Arcane Shot, Steady Shot, and Explosive Shot by 4%.
_________________________________________________________________________________
Floater Points:
These talents are optional in that you can interchange between them fairly freely to customize the build to suit your needs, note that they are all in the MM tree, anything beyond what is considered as core talents for the MM build from the other tree's is a complete waste.
Focused Aim, increases your chance to hit by 1/2/3% and reduces pushback while casting Steady Shot by 23/46/70%(Note that the hit does not appear in the character tab, but you still obtain it while you have the talent).
Improved Hunter's Mark, increases the Ranged Attack Power bonus by 30% and reduces the cost by 100% for your Hunter's Mark.
Improved Arcane Shot, increases the damage done by your arcane shot by 15%.
True Shot Aura, increases party/raid member's Attack Power by 10% as long as they are within 45 yards of you(This does include you as well).
Improved Barrage, increases your critical strike chance with Aimed Shot and Multi-Shot by 4/8/12% and reduces pushback suffered from damaging attacks by 33/66/100% while channeling volley.
Improved Steady Shot, grants your steady shot a 5/10/15% chance to increase the damage of your next Aimed, Arcane or Chimera shot by 15%, and reduce the mana cost of your next Aimed, Arcane and Chimera Shot by 20%.
_________________________________________________________________________________
Talents to Avoid:
Aside from the obvious any talents beyond the 7 points you have invested in the BM and SV tree's, there are a couple talents in the MM tree that really are not worth taking as they do not directly or indirectly buff your DPS, or are just horrible for the point investment.
Improved Concussive Shot, increases the duration of the concussive shot daze by 1/2seconds.
Efficiency, reduces the mana cost of your shots and stings by 3/6/9/12/15%.
Concussive Barrage, grants your Multi-Shot and Chimera Shot a 50/100% chance to daze the target for 4seconds.
_________________________________________________________________________________
Talent Builds:
Now to me, most of these are rather no brainer builds, but that's probably due more to my exposure to theory craft than anything else. All of these builds are based off of the standard 7/57/7, any other MM Build for raiding is sub par comparatively.
Note that all these include TSA, if you have the 10% AP buff brought by another class, feel free to drop the point in TSA and place it where ever you wish.
www.wowhead.com/?talent#cxbZ0eVsRhzGIkguAox00b Still includes Imp. Arcane Shot, this is the standard variant, if you need hit, pull points out of Improved Steady Shot to put into Focused Aim as needed.
www.wowhead.com/?talent#cxbZ0eAsRhzGIktuqox00b The HM Bitch build, if you have the requisite ArP to drop Arcane Shot from your list, place the points in Imp. Arcane into Improved Steady Shot and either Rapid Recuperation or Improved Barrage.
www.wowhead.com/?talent#cxbZ0eVbRhzGIsguAox00b ArP Spec, this is only used once you drop Arcane from the list.
_________________________________________________________________________________
Glyphs:
Required:
Serpent Sting, increases the duration of your serpent sting by 6 seconds, this glyph is 100% required for MM.
Choose 2 of these:
Kill Shot, reduces the cooldown of Kill Shot by 6 seconds.
Hawk, increases the haste bonus of Improved Aspect of the hawk by 6%.
Chimera Shot, reduces the cooldown by 1 second, only recommended if you have sub 100ms latency.
Aimed Shot, reduces the cooldown by 2s, only take if you take the Chimera Shot glyph.
True Shot Aura, increases the crit chance of your Aimed Shot by 10% while True Shot Aura is active.
Hunter's Mark, Increases the Ranged Attack Power bonus of your Hunter's Mark by 20%, only recommended if you are the HM Bitch.
Steady Shot, increases the damage of your steady shot while your serpent sting is active on the target.
_________________________________________________________________________________
Stat Priorities:
By this point in the game, I hope like hell you know what each stat provides for you, just in case you hit yourself hard enough on the head to forget, here's a quick breakdown of the DPS stats(Provided in no particular order).
Agility, Provides 1.04 AP and .012% crit per point.
Int Provides 1.04 AP and 15.6 mana per point.
Armour penetration rating, decreases the target's armour.
Haste Rating, increases your attack speed and reduces your cast times, sadly for a hunter it does not affect our Global Cooldown.
Crit Rating, increase your critical strike chance.
AP, provides AP.
Now, onto the priorities you should follow when gemming, and when looking at gear to see if it's an upgrade(This is assuming you are hit capped, and can maintain the hit cap by using your brain, I'm not here to hold your hand damn it!).
1) Agility
2) Armour Pen
3) Crit
4) AP
5) Int
Small explanation on ArP.
As stated before, ArP reduces your target's armour, this is done on a percentage basis, and the more you have, the more valuable it get's until you hit the hard cap. There are no diminishing returns on this particular stat, just gains and then a brick wall.
0 ArP, you are going to want to be specced into Imp. Arcane Shot here, as your arcane will still do more damage than steady on a shot per shot basis.
350-400 ArP, at around this time you want to drop arcane shot from your normal priority list, and instead use it only when moving, reason being, when you factor in Piercing Shots, your steady shot's are now doing a lot more damage than Arcane, assuming that the ArP is strictly from gear, no gems at all.
735-788 ArP, the soft caps with the ArP proc trinkets, Mjolnir Runestone(Cap is 735) and Grim Toll(Cap is 788), if you have either of these trinkets and good enough base stats that you won't drop below 40% crit when you swap your gems, it is possible to switch to gemming enough ArP to hit the soft cap for the particular trinket you are using, but generally not advisable, just be sure to check if this is a DPS loss or boost for you on the spread sheet, this assumes that your ArP is strictly from gear.
1000-1200, at this point you can safely drop the ArP trinket if you wish, if you have this much passive ArP, be it just from gear or gear and gemming, your physical damage shots are going to be tearing chunks out of everything.
1400, capped, at this point if you go beyond the cap you are wasting itemization, so you are better off gemming agility.
Now, aside from the plateau's listed, there are a few small things you should know about ArP.
One, it is a DPS loss to switch to gemming it below a certain threshold, which is usually around 700-800 ArP from gear alone, depending on gear. Second, is that you lose all flexibility as far as switching specs for other fights or based on raid comp.
_________________________________________________________________________________
Rotation Priorities:
Ok, now to the part that will really make or break you, your "Rotation", which is no longer a rotation as such, it is now a list of priorities that you hit as they come off cooldown with the abilities with the highest priority obviously getting used first, now onto the priority list itself.
Silencing Shot(This is macro'd into all your other shots).
Serpent Sting
Chimera Shot
Kill Shot
Aimed Shot
Arcane Shot
Steady Shot
Now, as a small little wrench in the works, if you have over 350 passive Armour Pen, you can drop Arcane Shot from your shot list, except when moving.
Your DPS boosting cooldowns should be used as often as possible during a boss fight, with the Rapid Fire > Readiness > Rapid Fire chain getting the most use. So far there is two main schools of thought regarding how to use the RF > Readiness > RF combo.
The one I prefer, is Rapid Fire, blow everything wait till RF is up, readiness, and rapid fire again.
The next one, as posted by Xumio, Rapid Fire, then Chimera and Aimed (and arcane if you use it) and then readiness and Chimera and Aimed (again, and arcane if you use it) again, then use Rapid Fire when the timer is up.
_________________________________________________________________________________
Pet's and Pet Specs:
As far as raiding pet's go, a Wolf is your best one, due to it's family ability, Furious Howl, which add's 320 AP for 20s on a 40s cooldown.
www.wowhead.com/?petcalc#0Md00sc00hooo
Is the current top raiding spec for Ferocity pet's.
If you really feel like using a Cunning pet to DPS, www.wowhead.com/?petcalc#c0bo00shoMk0o is what I recommend.
_________________________________________________________________________________
Add-Ons:
There are no add-ons I consider 100% necessary, but there are a number I do consider essential if you do want to maximize your DPS.
First, a hot bar add-on, like BarTender4 or Dominoes, gives you more bars than the standard Blizzard UI and allows you to place them where YOU want them, and resize them as you see fit as well.
Quartz, Auto-Shot/Swing Timer(For those that like to keep track of these things), better cast bar, Global Cooldown bar and customization all make this a highly recommended choice.
Unit Frames add-on, I recommend PitBull or Stuf(I've been experimenting with this one, it's really nice so far), but shop around and find one that fits you.
A DoT Timer is pretty handy to have, I recommend Ellipsis, which also has the added benefit of a Cooldown Timer and a Buff Tracker as well as tracking all your debuffs on all your targets.