Archives For Hunter Blue Posts

Blues updated last night with some more information about the Tier 12 bonuses for Hunters.

  • The  Hunter 4-piece bonus does not get consumed by shots that do not cost focus.
  • 2-Piece Bonus: Your Steady Shot and Cobra Shot have a 10% chance to trigger a Flaming Arrow, dealing 80% instant weapon damage as Fire.
  • 4-Piece Bonus: You have a 10% chance from your Auto Shots to make your next shot cost no focus.

It’s good to know that a Steady Shot or a Cobra Shot will not consume the 4-piece bonus — and it’s being reserved for things like Chimera Shot, or Explosive Shot.

I think a 10% chance for a shot to get an extra 80% weapon damage in Fire is going to be really good, plus 10% chance for your next signature shot to be free — it’s going to make movement heavy fights easier to manage focus with some shots ending up being free.

My speculation, is since we’re going to the Firelands this patch, we’ll likely be going to a different elemental plane for T13.  I’m wondering if the Tier 12 fire shots will become ridiculously good because of their elemental nature (and frosty things don’t like fire)

Just a thought.

First of all, let’s talk new look.

I really really am impressed.  It’s a big departure from the previous models with dead animals or eyeballs on them. (I still like my Tier 6)

This looks like the Tier 11 dipped in fire, and had the fish heads removed and replaced with demon horns.  I might actually show this helm for once.  I kinda like it, though it might look funny on a worgen female.

This new set appears to be called the Fireflight set. (at least that’s what MMO-Champion seems to think right now)

Here’s what the set bonus looks like:

  • Hunter 2 Pieces – Your Steady Shot and Cobra Shot have a 10% chance to trigger a Flaming Arrow, dealing X% instant weapon damage as Fire.
  • Hunter 4 Pieces – You have a 10% chance from your autoshots to make your next shot cost no focus.

Holy cow. Ho… ly… cow.

I think these will be tweaked a bit, but 10% chance to proc is pretty freaking good — we’ll see the Fire shots frequently, and then to have our next shots for free? I’ll take it.

My question becomes this: If we break our 4-piece tier 11 set bonus for this, will the additional damage from the Flaming Arrow make up for the reduction in our cast time for Steady Shot and Cobra Shot?  I guess we’ll have to wait and see.

With the 4.1 patch coming to WoW this week (most likely), Hunters are facing some pretty awesome changes.

Here are the patch notes.  I’m going to break it down in sections with my thoughts after each category.

  • Deterrence no longer requires a melee weapon to be equipped.
  • Explosive Trap now has a new spell effect.
  • Master’s Call now has a new spell effect.
  • Multi-Shot damage has been increased by 250%.
  • Tame Beast now tames pets to match the hunter’s level, rather than 3 levels below.

Morynne’s Thoughts:

Multi-shot damage increase is going to help the AOE viability of all specs for hunters, particularly for Marksman though — which will be helpful on fights like Cho’gall where AOE damage is required, but single target has to be high as well.  This will also make Survival better in the same encounter.

And as for not having to level pets anymore…. hurray!

Pets

  • The Feed Pet ability now instantly heals 50% of the pet’s health. Cannot be used in combat. Requires diet-appropriate food.
  • The Happiness/Pet Loyalty System has been removed. Hunters will no longer have to manage Happiness for their pets, and the previous damage bonus for pets being happy will now be baseline for all tamed pets.
  • Bloodthirsty no longer generates Happiness.
  • Carrion Feeder no longer restores Happiness.
  • Guard Dog no longer causes Growl to generate additional Happiness.
  • Summoned pets now start with 100 focus, up from 0.

Morynne’s Thoughts:

As much as I love carrying around extra food for my pets of all different types, and losing precious bag space to it, I’m glad to see this go.  I’m almost as ecstatic as I was when I heard ammo was going away.  Having your pet start with 100 focus will help greatly if you’re one of those hunters that periodically forgets to summon a pet. (Not that I do that or anything….)

Glyphs

  • Glyph of Mend Pet is now Glyph of Lesser Proportion, which decreases the size of the pet slightly.

Morynne’s Thoughts:

I haven’t played around on the PTR at all for this patch.  This might be a good one to have if you tend to run around with a pet your melee are always complaining about.

Hunter Bug Fixes

  • Hunters will no longer automatically acquire a new target if the current target dies in the middle of a cast.
  • Aimed Shot and Steady Shot should no longer start casting Auto Shot on a new target when the “Stop Auto Attack” option enabled.
  • Auto Shot now automatically turns off until reactivated once Freezing Trap is cast on an enemy player.
  • Deterrence: The area damage of the paladin ability Hammer of the Righteous will no longer hit hunters with Deterrence active.
  • Distracting Shot and Multi-Shot are now properly 40-yard range.
  • Intervene (Tenacity pet ability) range has been increased so that the pet will properly intercept attacks.
  • Multi-Shot now properly has a 1-second global cooldown.
  • Scatter Shot’s disorient effect should no longer sometimes be broken by the hunter’s Auto Shot.

Morynne’s Thoughts:

I’m so excited about the first bullet point on this section.  I can’t count how many times I’ve had to say “oops, sorry guys!” after an accidental pull.  They’ve also made it more difficult for a hunter to break their own trap, which is a plus because that’s another bad habit of mine.  At least it was prior to Trap Launcher.  I’m a little sad to see the Multi-Shot cooldown come up, but it will likely help regulate the consumption of Focus.  Before it was simply multi-shot spam until your Focus is gone, but now you may have a chance to throw in an auto-shot or two between Multi’s.

This patch is cleaning up some of the sucky things about being a hunter, and is helping balance out the AOE damage of all the specs — furthering the point that any spec can be involved in raiding.  I can’t complain about this patch at all.  Between the hunter changes, ZA and ZG coming back as heroics, new mounts and companion pets, and new achievements — it’s a good time to play in Cataclysm.

The future’s in the air…

Morynne —  August 25, 2010 — 1 Comment

I can feel it everywhere blowing with the wind of change. – Scorpions, “Wind of Change”

Nope. Still not in Cataclysm Beta.  That’s okay though!

There’s been lots of news that’s come out of the last few Beta Builds that I haven’t talked about, mostly out of anger in not being in the Beta, but I digress.

Before I dive into the most recent Hunter changes for Cataclysm, wanted to give you all an update on where I’ve been lately, and why so sparse posting.

Awhile back, I mentioned that I’m now on the Horde side, running as an Orc with one of the top guilds on my server.  I’m not in their main runs, but that’s fine by me… real life needed a bit more attention than usual, so raiding only once a week is no big deal.  I’ve now cleared 8/12 Heroic 25-ICC.  Only things I have left are Lady Deathwhisper, Professor Putricide, Sindragosa, and Lich King.  I’m reasonably certain we’ll be doing Deathwhisper in the next couple weeks, so you can expect some more Heroic strategy from me soon.

I can’t say I’m especially happy with my new guild, but it lets me raid, so I’m okay with it — I’d much rather be back with Controlled Anarchy in the long run.  That’s where the news comes in.  It sounds like with Cataclysm, CA is intending on getting the gang back together at least for 10-man raids, so I’ll be back to raiding where I want.  Still not sure if it will be Alliance or Horde, but I’m excited about this.

Now, on to the most recent Hunter changes for Cataclysm….

Volley removed from the game (And of course when I don’t report a missing skill because I think it’s a bug, it’s actually gone for real)
It’s gone. We want to make Multi-Shot the spell hunters use for AE.

Channeling a spell that makes arrows fall out of the sky doesn’t feel like a hunter ability and doesn’t even really match the name of the spell.

Only class with a minimal range and now without volley only class without an aoe /shakes head
You realize “only class” claims are viewed as a success by the developers. The classes are too similar as it is. (
Source)

Most seem to think they simply removed it & that we will be using multishot instead.
Yep. Volley was edging out Mult-Shot, even though we think the latter is the more interesting ability. Volley felt too much like a magic spell and not something a hunter was doing with her bow or gun. (
Source)

I know I’m going to regret posting in this thread again, but I think it’s the right thing to do so I’ll take one for the team. 

We think Multi-Shot is a more interesting ability and can fill the hunter AE niche (along with Explosive Trap). We’ll have to change Multi-Shot from the current version to get it there. I’m very sorry if for some unusual reason Volley was your favorite spell as a hunter. We’ve been trying to consolidate abilities and free up some bar space and having multiple AEs that competed with each other seems like a good area to hit up. The Volley and Multi-Shot niches were very similar, which resulted in the latter being dead. We wanted to pick one and we though Multi-Shot felt more huntery and less “clunky” (to use a favorite Wow forums term).

Do consider that you won’t be AE’ing yourselves through Cataclysm content the way you do currently. When you do need to AE, hunters will have the tools to do so. In situations where you do have to AE, you are probably not also trying to CC. When you’re back to the level of trivializing lower level content, nobody is going to say “Don’t bring a hunter. Their AE spam isn’t spammy enough.” We don’t consider easily breaking rogues out of stealth a good reason to keep Volley around.

I think that hits most of the reasonable concerns. I care much less about addressing the unreasonable ones. 

As always, those of you whose sole contribution is to post very inane or derogatory things will be banned.

Man, have we come a long way from “AE is only for trash.” (Source)

Here’s my thoughts:

Volley is was a great AOE ability pre-Wrath.  The damage amount was not extreme, but if you needed to DPS more than 3 mobs at once, it wasn’t a horrible option, but clearly focusing on one target at a time would likely give you better results.  When the 3.0 patch hit, the amount of damage that Volley produced was ridiculous, and frankly still is.  The idea that a Hunter can keep up with a Mage or a Warlock for AOE damage on trash pulls is a bit ridiculous.  When I think of a Hunter, I’m not thinking of a person who can do lots of damage to lots of targets, I’m thinking of someone who can fire a gun or shoot an arrow with such precision to cause a lot of damage to a single target.  Volley, while I will miss you, I’m not sorry to see you go.  I’m glad they’re redesigning Multi-Shot to serve more as the Hunter’s AOE type ability, I just hope it doesn’t turn into Volley 2.0 that hits more than 3 targets.

So for today, I think that’s all I’ve got.  Oh, and I ding’d 28 for real yesterday. 30 is a scary number. :)

Nethaera put a call out to all hunters:

We’re looking to get some feedback on the types of pets that hunters would like to be able to tame and the types of abilities that might be interesting for those pets to have. Is there a type of creature in the game now that you would like to be able to tame or an ability that you’ve always thought should be added? Here’s your chance to share a bit more about what you think could be great additions for the hunter class.

And that’s exciting stuff!

I’ve talked to a few of my real-life huntering buddies, and they seem to like the idea of taming Basilisks.  They would probably have some really really cool ability.  Glancing through the pages and pages of suggestions already on the forums, I’m seeing a lot of these:

  • Foxes
  • Mastiffs
  • Water pets (sharks, whales, etc.)
  • Basilisks
  • Dragons or dragonlings
  • Oozelings
  • Hydras
  • Bogstroks (humanoid crab guys)
  • Murlocs (YES!)
  • Yetis

Personally, on this list, I’m pro Foxes, Mastiffs, Water pets, Hydras, Bogstroks and most of all… Murlocs.  I have a very unhealthy obsession with Murlocs.

So… if you’re pro-murloc, add that to the list on the Hunter forums so we can make this happen!

Now that I’ve had a couple days to muse this over, overall I think the hunter changes are movement in the right direction.  Do I think they’re perfect? No.

New Hunter Abilities

Cobra Shot (level 81): A new shot that deals Nature damage instead of Physical damage. This ability will share a cooldown with Steady Shot. This will give hunters an alternative to Steady Shot on heavily-armored targets, and we will have talent incentives in the Beast Mastery tree to make this a signature shot.

Trap Launcher (level 83): When used, the next trap can be shot to a location within 40 yards. This provides the current Freezing Arrow treatment to all traps and, as a result, we will be removing the current ability Freezing Arrow. 1-minute cooldown. No global cooldown.

Camouflage (level 85): The hunter enters an obscured state that prevents him or her from taking ranged damage. The character would still be subject to melee or area-of-effect attacks, and dealing or taking damage will break the Camouflage effect. The hunter can move and set traps when under Camouflage, and will receive a damage bonus when attacking while under Camouflage (which will then break the effect).

Morynne’s thoughts:

  1. It’s about time that BM got its own signature shot.  Hopefully this will help get their damage closer to competing to MM/SV.
  2. Awesome.  I fell in love with Freezing Arrow when I got it for the utility.  This just makes it even more awesome.  Also makes trapping more viable for SV hunters.
  3. Camouflage is interesting.  Can make hunting rogues in PVP more interesting.  I wonder if some shots will get bonused if they are used while in Camouflage.

Continue Reading…

Blue posts below, I’ll have opinion later.

Source

With the upcoming World of Warcraft: Cataclysm many game elements will be changing, and each class will be receiving a number of tweaks. Here, we will explore the changes that are being made to the gun-wielding, pet-training hunter. The information you’re about to read is certainly not complete, and is only meant to act as a preview of some of the exciting new things to come. Without further ado, let’s take a look at the new hunter abilities!

New Hunter Abilities

Cobra Shot (level 81): A new shot that deals Nature damage instead of Physical damage. This ability will share a cooldown with Steady Shot. This will give hunters an alternative to Steady Shot on heavily-armored targets, and we will have talent incentives in the Beast Mastery tree to make this a signature shot.

Trap Launcher (level 83): When used, the next trap can be shot to a location within 40 yards. This provides the current Freezing Arrow treatment to all traps and, as a result, we will be removing the current ability Freezing Arrow. 1-minute cooldown. No global cooldown.

Camouflage (level 85): The hunter enters an obscured state that prevents him or her from taking ranged damage. The character would still be subject to melee or area-of-effect attacks, and dealing or taking damage will break the Camouflage effect. The hunter can move and set traps when under Camouflage, and will receive a damage bonus when attacking while under Camouflage (which will then break the effect).

Resource Mechanic Change

Here we come to the meat of the upcoming hunter changes.


  • Hunters will no longer use mana; instead the class will use Focus. Focus generates much like Energy, by building up. It will not be affected by Intellect at all. Haste will improve its generation. Hunters will generate roughly 6 Focus per second, slightly less than rogues’ Energy generation rate of around 10 Energy per second. Below, we have listed some examples of how we intend Focus costs to operate:

    • Steady Shot/Cobra Shot: No cost. Generates 9 Focus per shot (or 12 per second instead of 6).
    • Arcane Shot/Chimera Shot /Explosive Shot: 45 Focus.
    • Aimed Shot/Multi-Shot: 60 Focus.
    • Concussive Shot/Tranquilizing Shot: 35 Focus.
    • Rapid Fire/Master’s Call/Disengage: 30 Focus.


Changes to Abilities and Mechanics

In addition to the resource change and new abilities listed above, we intend to make adjustments to some of the other abilities and mechanics you already know well. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we’re going for with each spec.


  • A major change coming for the hunter is the removal of ammunition. Guns, bows, and crossbows will now do damage without consuming ammunition at all. There will be no more ammo slot on the hunter’s character display. Any ammunition that a hunter has at the time of the change will become gray sellable items. Existing quivers will be converted into large bags — though each hunter can only have one and non-hunters will not benefit from this change — and we will not be making any additional quivers.
  • Pet management will also change. Hunters will now have two types of attainable pets: active pets and stored pets. Hunters will be able to have up to three active pets (perhaps five for Beast Mastery specialized players) and will have the ability to switch among these pets any time they are out of combat, without going to town. They will also be able to have a large number of pets in storage at the stables. In order to swap a pet from active to passive, a hunter will still need to visit their local Stable Master. However, this should afford ample storage for the many Spirit Beasts wandering the lands of Azeroth.
  • Additionally, hunters will now start with a race-appropriate pet at level 1 and will be able to tame a different pet at level 10. We are also changing many pet family abilities to provide important buffs and debuffs. The intention is to allow the hunter to be able to swap pets and fill a position if a certain role is missing from the group. The goal is to have all pets provide a damage increase that is very similar and no greater than any other pet. Some examples of the changes we are making to the pet families are listed below:

    • Wind Serpents: Will provide a debuff that increases the amount of spell damage taken by an enemy (similar to a weaker version of the warlock ability Curse of Elements).
    • Ravagers: Will provide a debuff that will increase an enemy’s Physical damage vulnerability (similar to a weaker version of the warrior ability Rampage).
    • Hyenas: Will provide bleed damage (similar to a weaker version of the druid ability Mangle).
  • Stings and other periodic effects will now benefit from haste and critical strike ratings. Hasted damage-over-time abilities do not lose duration, but instead add additional damage ticks.
  • Viper Sting will now restore 9 Focus every 3 seconds.
  • We are reinforcing hunters as a ranged class. To this end, the class will now start with ranged abilities at level 1, and we will be removing some melee abilities, such as Mongoose Bite.


New Talents and Talent Changes


  • Beast Mastery hunters will have a new talent called Careful Aim, which increases the damage of the next Steady Shot or Cobra Shot, but also increases the cast time of these abilities. The intention is to make the combination of spells into a decent damage opener, especially in conjunction with the new ability Camouflage.
  • Beast Mastery hunters will also have talents that make Cobra Shot superior to Steady Shot, such as Longevity reducing the cast time of Cobra Shot to 1.5 seconds.
  • Rapid Recuperation will cause Rapid Fire to give 20/40/60 Focus immediately and will cause Rapid Killing to generate 3 Focus per second.
  • Efficiency will reduce the Focus cost of Chimera Shot, Aimed Shot, and Arcane Shot.
  • Thrill of the Hunt grants Focus when you land a critical strike.
  • Hunter vs. Wild increases the hunter’s Focus generation when his or her pet is snared, stunned, or rooted.


Mastery Passive Talent Tree Bonuses

Beast Mastery
Ranged Damage
Haste
Pet Damage

Marksmanship
Ranged Damage
Armor Penetration
Double Shot

Survival
Ranged Damage
Ranged Critical Damage
Elemental Damage

Pet Damage: Many of the passive benefits to pet damage will no longer be available in the Beast Mastery talent tree. However, these will be provided through the new Mastery mechanic.

Double Shot: The hunter will have a chance to launch a free attack off of the global cooldown for 50% damage.

Elemental Damage: Hunter abilities such as traps, Black Arrow, and Explosive Shot will do elemental damage of the following types: Arcane, Fire, Frost, Nature, and Shadow.

We hope you enjoyed this preview, and ask that you provide your initial thoughts and feedback on what was presented here. Please keep in mind that what you’ve just reviewed is a work in progress and as we move closer to the Cataclysm beta, you’ll see these planned changes as well as others continue to develop in response to feedback and testing.

Blizzard has announced that class change previews are coming very very soon!

Beginning Wednesday, April 7 we will begin releasing class previews containing an overview of some of the changes currently being planned for each of the 10 World of Warcraft classes. The type of information you can expect from these posts are a list of the new spells from 80-85, the new passive mastery bonuses for all talent trees, a brief outline of some of the talent changes we’re currently planning, and in some cases new low level spells for select classes.

These changes will by no means be comprehensive, and are subject to change between now and the launch of the expansion. It’s also important to understand that some classes are currently further along in the development process than others, and as a result the amount of information will vary from class to class. Please do not let this frustrate you should your class be amongst those which are on the “lighter” side of things, as all classes will receive the same level of design attention before the expansion is released. Additionally we’ll be providing more information for all classes, especially as we move into the beta phase.

Below is the schedule for each class:

  • Shaman – April 7
  • Priest – April 7
  • Warlock – April 7
  • Warrior – April 8
  • Death Knight – April 8
  • Rogue – April 8
  • Hunter – April 9
  • Druid – April 9
  • Mage – April 9
  • Paladin – April 16*

These posts are being coordinated internationally so they’ll be posted at different times throughout the day and night on the given dates to give players around the world the ability to see posts made at a convenient time. This thread will be updated with links directly to each class preview as they’re posted.

*The paladin is still deep in development. Instead of giving a preview that would be potentially less comprehensive than the other classes we made the decision to post it when it’s ready, in order to properly honor the paladin class and those that play them. The wait isn’t too long however as we’re expecting to be able to post it on April 16.

Source from Bashiok

As for things I’m looking forward to, here’s the top of my list.

  1. Ammunition changes.
  2. Mastery system by tree.
  3. Focus implementation and impact of haste.
  4. What’s happening with Viper?
  5. Itemization changes for existing armor.

There’s lots more, but that’s what I want to get more information about.  Is there anything you’re particularly interested in seeing?  Doesn’t necessarily have to be hunter stuff, I know there’s a lot coming!

Took me a little while to get the time to put this together, but we’ll give it a shot.  I’m not going to re-hash what all the other sites have done, I’m going to focus specifically on the hunter stuff and the Azeroth-changing stuff here.  You can read the whole set of Developer Chat questions here.

Hunter Stuff

Q. Can you please explain why Feign Death is still on the Spell Hit metric, especially in raids?
A. It’s a known issue, but just has to do with the way the spell is set up. Melee and ranged attacks mean a very specific thing to the game engine. We’re hoping to be able to clean up some of this with the Cataclysm overhaul.

Q. You mentioned pet scaling being added for patch 3.3 but due to time constraints, was delayed. Will this be in the next patch?
A. We’ll try to do what we can. Technically it’s just more challenging than you might think. For Cataclysm, we have on our list that 100% of stats scale. If they don’t then certain stats just won’t be as valuable for pet classes. At the very least, we can do stuff like convert your X into damage for the pet so every stat is valuable. Getting everyone to scale with every stat better is a major goal for the class team for Cataclysm.

Q. Will rogues/hunters ever be able to dual wield hand-crossbows or pistols?
A. The pistol idea for hunters gets suggested a lot. It could either be an alternate to the gun / bow / crosssbow or something they use for short-range attacks. Rogues probably have plenty of weapons at this point. :)

My thoughts on the hunter discussion…

I agree that the spell hit table is the wrong place for Feign Death to be, but I also agree with the fact that it can be resisted.  Otherwise, we’d just have hunters pulling aggro on purpose and feigning because they know the mob is just going to reset after a feign.  This could be a whole new kiting tactic I’m just not okay with.  Pet scaling was talked a lot about during Blizzcon, and I agree that it needs some work.  I’m looking forward to what they can do for Cataclysm on that — especially knowing that Hunters are shifting to Focus instead of mana.

Continue Reading…

I know some of you were reading into my comments a bit much so I’ll try and explain things a little more.

The wolf is overpowered when compared to the other available pets, mostly because it buffs the master. Buffing all of the pets to that level would require a number of different changes to different pets and the chance that one of those buffs would be too much or not enough is reasonably high. When you have say 10 or more things all roughly equal and then one that is outside of that group, the one that’s outside is called an outlier. Defining it as the new normal isn’t smart game design and just like we do with classes, we are likely to nerf the single thing at the top than buff all the others.

It might not be possible to ever get the pets completely identical (see comments below), so very competitive raiders will probably still only take the best one. But if the best one is only slightly ahead of the others, then it will feel more acceptable to some players to run with the pet they like. For most players, improving their own game will have a larger effect than picking the “best in slot” pet if they are comparable.

As far as the Spirit Beasts are concerned, there are several reasons why they would make a bad “best” pet. There are not very many options to choose from and all of them require “farming”; a rare spawn that is more of a testament to blind luck than any kind of player skill. As we said before, there is no advantage to having a wider spectrum of pets to choose from if there is only one right choice.

We have talked about literally making all the pet families identical and letting the player just pick one based on looks. That certainly homogenizes the game quite a bit, which is why we haven’t done it, but it would ultimately allow pet choice to be cosmetic.

In the end, yes, we do want to get BM competitive with Survival and Marks. We even did some buffs in 3.3 to help them get there but the reason for my comments earlier is that we’d rather have two viable raiding specs than just one so Hunters as a whole are not in terrible shape. Eventually we do plan to get all 3 there. Just remember that when players obsess about 1% differences in dps you can understand why that task is pretty gigantic. There are probably more raiding BM hunters in 3.3 than in 3.2 and probably a lot more than there are Subtlety rogues (sorry for the example rogues, but you/we know it’s true). It’s far from a dead spec. (Source)

I really think this is the right move to make.  Spirit beasts shouldn’t be so over powered everyone uses them.  That’s why all hunters seem to be running around with wolves now.  They’re very useful because they buff the hunter.  We should see some pet normalization in Cataclysm, so when the whole world gets turned upside down, every hunter gets to re-learn not only what pets to use, but also how to deal with a focus bar instead of mana.  Might as well, right?

I’m glad they’re not taking away the buff from Wolves just yet — I like my wolf, and I don’t want to have to go search for the next “best pet” that’s out there.  My demon puppy and I are pretty close, I would hate to lose Sock!

If you were going to hope for a “best pet” of any type, what would you choose?