World of Warcraft

1 . 3 . 4 . 5 . 6 . 7 . 9 . 11 . 13 . 15 . 17 . 19 . 21 . 23 . 25 . 27 . 29 . 31 . 33 . 35 . 37 . 39 . 40
60
View All Posts by This User Toggle Ignore / Unignore This User
  • 80. Re: ATTN: Hunter talents are UP!   10/09/2006 10:52:58 AM PDT
limit-reached limit-reached

Q u o t e:
Silencing Shot = fail

Hawk Eye in teir 2 Survival = fail

I am really liking Misdirection, reminds of me Theif from FFXI.


agreed... also abit upset about adding a pet skill to the marks tree.. thats not right..

1- Hawk eye back to Marks

2- Silencing shot.. ooo this is just too poo really

3- Go for the throat.. out of marks please.. doesnt belong here..

ALSO.. no news about our new stat conversions or info on scaling pets or the rest of the pet abilities..

we need alot more than this.. whilst ok.. marks tree to me is once again fubar'd.
=/



He may look like an idiot and talk like an idiot but don't let that fool you. He really is an idiot. - Groucho Marx www.villageidiots.info
60
View All Posts by This User Toggle Ignore / Unignore This User
Oak
  • Suramar
  • 81. Re: ATTN: Hunter talents are UP!   10/09/2006 10:53:12 AM PDT
limit-reached limit-reached

Q u o t e:
Beast within, screw dps, I want to be big and red like my pet Flamingo in bestial wrath form =D!!!


I'm 100% with you on that one Hoff. Nothin like a cow and his bird ey? I've got the teal one! ;o) Her name's Twig and she's a celebrity.

There was a gnome on my lawn the other day...
Blizzard Entertainment
View All Posts by This User ignore-inactive
Kalgan
Blizzard Poster
  • 82. Re: ATTN: Hunter talents are UP!   10/09/2006 10:53:35 AM PDT
limit-reached limit-reached

Q u o t e:


any word on all the rumors of changes to our class mechanics and spells?


Yes, there are several notable changes.

1. Traps are now on a 30 sec cooldown, but can be used in combat (you no longer need to feign/trap).

2. When feign death is resisted, you are still reduced to 0 threat for any targets that did not resist feign death (although if any creature resists the feign, you won't be taken completely out of combat, you'll still be on the creature group's target list).

3. Attack Power and Crit related changes:
a. Hunters now get 1 AP per Agility rather than 2. This change helps us provide more interesting stat distributions on hunter items. Previously, Hunters valued Agi significantly above any other stat, such that it was extremely difficult for us to create variety among Hunter items. For example, before this change, we could have spent 1 stat point on an item to give you either 2 AP or 1 Agi (which gave 2 AP along with a small bonus to crit and a small bonus to dodge... clearly the better choice). However, several changes have been made along with this change in order to offset the AP loss.

b. Hunters now get significantly more crit per point of Agility than before (about 33agi/crit at level 60).

c. Hunters now get more dodge per point of Agility than before (about 20agi/dodge at lvl 60).

d. Ranged weapons have had their damage values significantly increased (and consequently the weapon's dps)... this also helps make weapon upgrades feel more meaningful for Hunters than it did previously (along with the other changes, this change is retroactive).

e. Most Hunter equipment has been updated to have a better distribution between +Attack Power bonuses and Agility.

4. Aimed Shot related changes:
a. Aimed Shot now resets the Hunter's shot timer. This talent was always intended to be an "opening" shot, and not something that would be woven between shots. However, since Aimed Shot became such a core element for Hunter DPS, we didn't want to make this change until we were prepared to make several other changes to increase hunter DPS to offset it. Fortunately, this means that some of the odd side effects of the old Aimed Shot are no longer relevant, such as requiring hunters to use extremely slow weapons to maximize their DPS (weapons slow enough to be able to use Aimed Shot in between auto shots)

b. Arcane Shot now does substantially more damage than it did before, and scales with AP.

c. Steady Shot has been introduced as a core ability in the expansion, and provides much the same kind of gameplay as Aimed Shot did in the past (a shot you weave in between your normal shots), but to a much more managable degree (since it's a 1.5 sec shot, it doesn't require as slow of a weapon to take advantage of, and doesn't require to stand still for as long).

5. Other note: Wyvern Sting may now be used in combat.
60
View All Posts by This User Toggle Ignore / Unignore This User
  • Lightning's Blade
  • 83. Re: ATTN: Hunter talents are UP!   10/09/2006 10:53:50 AM PDT
limit-reached limit-reached
Wow, this actually makes me want to play my hunter again XD

New study shows that using a cell phone while driving increases your risk of brain cancer.
60
View All Posts by This User Toggle Ignore / Unignore This User
  • 84. Re: ATTN: Hunter talents are UP!   10/09/2006 10:54:02 AM PDT
limit-reached limit-reached

Q u o t e:


Except taunt can be resisted. This can't. Plus with taunt, you still generate agro with those attacks, just the tank can copy that agro if you're highest on the agro list. With this, those attacks don't generate ANY agro on you.


My mistake, Misdirection is worthless for pulling. Should have clarified, because that's the only thing people have been suggesting it for.

http://ctprofiles.net/3603828
70
View All Posts by This User Toggle Ignore / Unignore This User
  • 85. Re: ATTN: Hunter talents are UP!   10/09/2006 10:54:15 AM PDT
limit-reached limit-reached
they moved hawk eye ok i can deal just a few minor tweaks. they moved aimed down a tier woot. they added in some nice goodies for all trees and made them all radi viable ( head is kinda spinning right now on what do)

but here is my preliminary spec ( any CONSTRUCTIVE comments are welcome)
http://www.worldofwarcraft.com/info/classes/hunter/talents.html?0000000000000000000005505001205313253135133002110010000000000000

edit for side note
and again thank you kalgan for the information we appreciate all the clarification and news that you have brought us. my only question now is there any news on pet abilities and possibly the chance of a tame mount ability in the future.

small idea and it goes along with riding skill in order to be able to tame a mount pet you must have max riding skill and completed a descent length quest line. just an idea but worth looking into

[ Post edited by Bearoflight ]


Bear_of_Light Hunter union rep (local 666)
60
View All Posts by This User Toggle Ignore / Unignore This User
  • 86. Re: ATTN: Hunter talents are UP!   10/09/2006 10:54:45 AM PDT
limit-reached limit-reached

Q u o t e:
Misdirection is useless, you can already accomplish the same thing with Taunt.


Taunt basically makes the tank the top of the aggro. That is correct. However, it does have alot of use in certain fights were taunt is not able to be used. A good example, the learning curve of ony. As soon as the tank has aggro, a hunter pops misdirection aimed shot, multishots, and arcane shots. Then the next hunter does it. Then the next hunter. Assuming you have 3 hunters, that tank will never lose ony after the third hunter has gone off. Of coarse the tank is also busting mocking blow and stuff, but its added aggro.

This ability basically will help crappy tanks along.

Noth particularly pisses me off because if my aimedshot and multishot crit at the start of the fight then I pull aggro. Now I would just pop misdirection at the start, and shoot off, then the next hunter would do it, then the next. Its so golden!

Not every boss in the game taunt works on.
60
View All Posts by This User Toggle Ignore / Unignore This User
  • 87. Re: ATTN: Hunter talents are UP!   10/09/2006 10:54:59 AM PDT
limit-reached limit-reached
Okay, also something to look at.

Mobs aren't likely to be immune to silence in outlands and the new 5 mans. plus its at full range. plus it does 3/4 damage. Plus pvp usage. I'll take it.

http://www.geocities.com/twobitgaming/murloc.jpg
60
View All Posts by This User Toggle Ignore / Unignore This User
  • 88. Re: ATTN: Hunter talents are UP!   10/09/2006 10:57:17 AM PDT
limit-reached limit-reached
Kalgan.. why is Hawk Eye in survial a core marks skill.. and this pet skill in marks..

also.. what about our pets.. for weeks i have been asking about them and have had no response.. can you help us out here.. we still missing alot of pet species skills..

please.. PLEASE.. put Hawk Eye back where it belongs.. this is soo not right =/

He may look like an idiot and talk like an idiot but don't let that fool you. He really is an idiot. - Groucho Marx www.villageidiots.info
60
View All Posts by This User Toggle Ignore / Unignore This User
  • 89. Re: ATTN: Hunter talents are UP!   10/09/2006 10:58:54 AM PDT
limit-reached limit-reached

Q u o t e:
e. Most Hunter equipment has been updated to have a better distribution between +Attack Power bonuses and Agility.


Not that this really matters, but do the legacy epics that get stats reallocated include agi-heavy rings, necklaces and weapons? I'm looking really at stuff like Prestor's, Band of Reanimation, Signet Ring of the Bronze Dragonflight (Conqueror edition!) and Eye of Nerub.

Then again, it doesn't really matter since we'll replace that stuff soon enough, but I'm just curious.

http://ctprofiles.net/3603828
44
View All Posts by This User Toggle Ignore / Unignore This User
  • Burning Blade
  • 90. Re: ATTN: Hunter talents are UP!   10/09/2006 10:59:40 AM PDT
limit-reached limit-reached
Misdirection FTW, now parties have no exuse for us not to pull, us pulling will actually give threat to the tank! But one question for the Devs, if we use Misdirection then FD will the aggro on our MD target go away, or will they still go after them?
50
View All Posts by This User Toggle Ignore / Unignore This User
  • Cenarion Circle
  • 91. Re: ATTN: Hunter talents are UP!   10/09/2006 11:00:52 AM PDT
limit-reached limit-reached

Q u o t e:


Yes, there are several notable changes.

1. Traps are now on a 30 sec cooldown, but can be used in combat (you no longer need to feign/trap).



I think this is awesome. I like the talents. I am going to be 0/47/13

60
View All Posts by This User Toggle Ignore / Unignore This User
  • 92. Re: ATTN: Hunter talents are UP!   10/09/2006 11:01:35 AM PDT
limit-reached limit-reached

Q u o t e:
Consider that when pulling one can redirect their aggro straight to the tank


I think you got something there. Misdirection has a 100 yard range. Casting hunters mark then Misdirection from a safe distance, then approaching for a pull using aimed shot/distracting shot/multishot combo. You'd give your MT a nice head start on the aggro list.
60
View All Posts by This User Toggle Ignore / Unignore This User
  • 93. Re: ATTN: Hunter talents are UP!   10/09/2006 11:01:44 AM PDT
limit-reached limit-reached

Q u o t e:
Misdirection FTW, now parties have no exuse for us not to pull, us pulling will actually give threat to the tank! But one question for the Devs, if we use Misdirection then FD will the aggro on our MD target go away, or will they still go after them?


You can do this already with Taunt. Misdirection has other uses, however.

http://ctprofiles.net/3603828
60
View All Posts by This User Toggle Ignore / Unignore This User
  • 94. Re: ATTN: Hunter talents are UP!   10/09/2006 11:02:43 AM PDT
limit-reached limit-reached

Q u o t e:


Yes, there are several notable changes.

1. Traps are now on a 30 sec cooldown, but can be used in combat (you no longer need to feign/trap).

2. When feign death is resisted, you are still reduced to 0 threat for any targets that did not resist feign death (although if any creature resists the feign, you won't be taken completely out of combat, you'll still be on the creature group's target list).

3. Attack Power and Crit related changes:
a. Hunters now get 1 AP per Agility rather than 2. This change helps us provide more interesting stat distributions on hunter items. Previously, Hunters valued Agi significantly above any other stat, such that it was extremely difficult for us to create variety among Hunter items. For example, before this change, we could have spent 1 stat point on an item to give you either 2 AP or 1 Agi (which gave 2 AP along with a small bonus to crit and a small bonus to dodge... clearly the better choice). However, several changes have been made along with this change in order to offset the AP loss.

b. Hunters now get significantly more crit per point of Agility than before (about 33agi/crit at level 60).

c. Hunters now get more dodge per point of Agility than before (about 20agi/dodge at lvl 60).

d. Ranged weapons have had their damage values significantly increased (and consequently the weapon's dps)... this also helps make weapon upgrades feel more meaningful for Hunters than it did previously (along with the other changes, this change is retroactive).

e. Most Hunter equipment has been updated to have a better distribution between +Attack Power bonuses and Agility.

4. Aimed Shot related changes:
a. Aimed Shot now resets the Hunter's shot timer. This talent was always intended to be an "opening" shot, and not something that would be woven between shots. However, since Aimed Shot became such a core element for Hunter DPS, we didn't want to make this change until we were prepared to make several other changes to increase hunter DPS to offset it. Fortunately, this means that some of the odd side effects of the old Aimed Shot are no longer relevant, such as requiring hunters to use extremely slow weapons to maximize their DPS (weapons slow enough to be able to use Aimed Shot in between auto shots)

b. Arcane Shot now does substantially more damage than it did before, and scales with AP.

c. Steady Shot has been introduced as a core ability in the expansion, and provides much the same kind of gameplay as Aimed Shot did in the past (a shot you weave in between your normal shots), but to a much more managable degree (since it's a 1.5 sec shot, it doesn't require as slow of a weapon to take advantage of, and doesn't require to stand still for as long).

5. Other note: Wyvern Sting may now be used in combat.


Thank you! So glad to have the mystery solved.
60
View All Posts by This User Toggle Ignore / Unignore This User
  • 95. Re: ATTN: Hunter talents are UP!   10/09/2006 11:03:07 AM PDT
limit-reached limit-reached

Q u o t e:
Misdirection FTW, now parties have no exuse for us not to pull, us pulling will actually give threat to the tank! But one question for the Devs, if we use Misdirection then FD will the aggro on our MD target go away, or will they still go after them?


I think your a little confused. When you pop misdirection and then aimedshot crit for 3k, that 3k of hate goes to the tank and you gain NO HATE. If you have salv on, then you will only give 2k hate to the tank. It works for the next three shots. What is going to happen now, is at the start of the fight we wont have salv on, we will pop it one at a time and start with aimed shots. By the time the 3-4 hunters are done we will have got the tank another 15-20k hate on top of his other. All of that without taunting. And over that time we gain NO hate.

FD wouldn't matter, its just a ability that transfers hate. Just like blessing of sacrifice makes the damage go to the pally, this makes the hate go to the targets current target.
60
View All Posts by This User Toggle Ignore / Unignore This User
  • 96. Re: ATTN: Hunter talents are UP!   10/09/2006 11:03:19 AM PDT
limit-reached limit-reached
HUNTERS FTW!
60
View All Posts by This User Toggle Ignore / Unignore This User
  • 97. Re: ATTN: Hunter talents are UP!   10/09/2006 11:04:23 AM PDT
limit-reached limit-reached
WOOT, Cut the number of hunters per raid in half!

Misdirection
Requires Level 70
326 Mana100 yd range
Instant cast2 min cooldown
Threat caused by your next 3 attacks is redirected to the target raid member. Caster and target can only be affected by one Misdirection spell at a time. Effect lasts 30 sec.


Cast Misdirection on one tank before the pull, Distracting Shot, Auto Shot, Arcane Shot. Target goes right to tank number one.

Distract shot next mob and pull to tank number two.

Woot.

/bye Hunters
60
View All Posts by This User Toggle Ignore / Unignore This User
  • 98. Re: ATTN: Hunter talents are UP!   10/09/2006 11:05:13 AM PDT
limit-reached limit-reached

Q u o t e:


Yes, there are several notable changes.

1. Traps are now on a 30 sec cooldown, but can be used in combat (you no longer need to feign/trap).


One thing I do wonder though, considering that we are already one of the strongest classes in pvp, will letting us drop traps in combat make us OP? Previously an enemy could use dots or whatever to try and keep us in combat and prevent the FD OOC effect. Essentially this means no more missed trap drops.




Q u o t e:
2. When feign death is resisted, you are still reduced to 0 threat for any targets that did not resist feign death (although if any creature resists the feign, you won't be taken completely out of combat, you'll still be on the creature group's target list).


very nice change


Q u o t e:
3. Attack Power and Crit related changes:
a. Hunters now get 1 AP per Agility rather than 2. This change helps us provide more interesting stat distributions on hunter items. Previously, Hunters valued Agi significantly above any other stat, such that it was extremely difficult for us to create variety among Hunter items. For example, before this change, we could have spent 1 stat point on an item to give you either 2 AP or 1 Agi (which gave 2 AP along with a small bonus to crit and a small bonus to dodge... clearly the better choice). However, several changes have been made along with this change in order to offset the AP loss.

b. Hunters now get significantly more crit per point of Agility than before (about 33agi/crit at level 60).

c. Hunters now get more dodge per point of Agility than before (about 20agi/dodge at lvl 60).

d. Ranged weapons have had their damage values significantly increased (and consequently the weapon's dps)... this also helps make weapon upgrades feel more meaningful for Hunters than it did previously (along with the other changes, this change is retroactive).

e. Most Hunter equipment has been updated to have a better distribution between +Attack Power bonuses and Agility.


sounds interesting. Do you have any examples on changed gear?


Q u o t e:
4. Aimed Shot related changes:
a. Aimed Shot now resets the Hunter's shot timer. This talent was always intended to be an "opening" shot, and not something that would be woven between shots. However, since Aimed Shot became such a core element for Hunter DPS, we didn't want to make this change until we were prepared to make several other changes to increase hunter DPS to offset it. Fortunately, this means that some of the odd side effects of the old Aimed Shot are no longer relevant, such as requiring hunters to use extremely slow weapons to maximize their DPS (weapons slow enough to be able to use Aimed Shot in between auto shots)


interesting change, but ill have to see just how powerful steady shot is before i pass judgement.


Q u o t e:
b. Arcane Shot now does substantially more damage than it did before, and scales with AP.


neato. There were also rumors that arcane shot was being unlinked from the AS cooldown, any comment? I do wonder though, if any changes to our gear are being oriented towards vastly increased mana consumption and far less regen time than what the current 10 sec cycle allows. Perhaps reduce our relative stamina amounts and spend that item budget on int and mp5?


Q u o t e:
c. Steady Shot has been introduced as a core ability in the expansion, and provides much the same kind of gameplay as Aimed Shot did in the past (a shot you weave in between your normal shots), but to a much more managable degree (since it's a 1.5 sec shot, it doesn't require as slow of a weapon to take advantage of, and doesn't require to stand still for as long).

5. Other note: Wyvern Sting may now be used in combat.


neat ability, gonna want to see that one in action.

One last comment/question kalgan.

One of the biggest problems for hunters and upgrading dps has always been the fact that our ranged wep upgrades dont drop until very far into the instance, usually last boss or next to last. Leaf from domo, xbow from chromagg, bow from huhuran or armaments that cant be turned in till youve cleared to cthun, and the bow from the 4 hoursemen or xbow from KT.
Going forward to future instances, do you have any plans to ensure that the availability of hunter weapon upgrades is more in line with the placement of other classes' drops?




/y d a p ee bb
60
View All Posts by This User Toggle Ignore / Unignore This User
  • 99. Re: ATTN: Hunter talents are UP!   10/09/2006 11:05:24 AM PDT
limit-reached limit-reached

Q u o t e:
Okay, also something to look at.

Mobs aren't likely to be immune to silence in outlands and the new 5 mans. plus its at full range. plus it does 3/4 damage. Plus pvp usage. I'll take it.


Not sure about that. most mobs in high end instances are immune to TRAPS and wyvern sting, a 31point talent presently. If core abilities like traps and a 31 point talent like wyvern sting is useless right now in end-game, why wouldnt silencing shot be equally useless by immune endgame bosses?

Dont get me wrong, i like this talent too, but im not convinced its as good as it sounds until we learn whether its actually has utility in instances, and with bosses.
1 . 3 . 4 . 5 . 6 . 7 . 9 . 11 . 13 . 15 . 17 . 19 . 21 . 23 . 25 . 27 . 29 . 31 . 33 . 35 . 37 . 39 . 40
Forum Nav : Jump To This Forum
Blizzard Entertainment