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Old 10/02/07, 6:09 PM   #51
Tower
King Hippo
 
Undead Rogue
 
Blackhand
Originally Posted by aquacadet View Post
I think a change that would help hunters out a lot would be making the PvP trinkets give you a 1-2second immunity to all CC that they remove. I can't count the number of times I've used a trinket to get out of hamstring only to have mace stun land randomly on me. If I use a 2minute cooldown to try and get some range on someone I wish it would actually let me do that.
Make it hunter only then, because druids get away easy enough as it is ;x

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Old 10/02/07, 6:09 PM   #52
Osse
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Orc Hunter
 
Stormscale (EU)
Originally Posted by aquacadet View Post
I think a change that would help hunters out a lot would be making the PvP trinkets give you a 1-2second immunity to all CC that they remove. I can't count the number of times I've used a trinket to get out of hamstring only to have mace stun land randomly on me. If I use a 2minute cooldown to try and get some range on someone I wish it would actually let me do that.
Crippling poison proc when you're outside melee range of rogue is nice as well.

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Old 10/02/07, 7:05 PM   #53
Rob
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Draenei Shaman
 
Burning Blade
Originally Posted by volant View Post
Those instants you want us to use are either on a 6+ second cd or stings that are only effective as mana burn. Our pet is virtually always tied up using poison to protect that same mana burn. So basically, no we can't.
So you are doing something even while rooted -- mana burning and pushback on a healer. (Which is more than a warrior or enhancement shaman can say.) A 6+ second cooldown doesn't exactly impress me either, since that's what I'm dealing with while I'm rooted/snared.
No offense, but saying that we're the counter to an enhancement shaman is like congratulating us on being able to take candy from babies. Not to mention that Frost Shock spam will make us unable to take said candy in 2.3.
You'll still be able to outrange us, it will just take a modicum of talent instead of being automatic.
Originally Posted by Kaber
Again, this is not the Shaman thread. Why is this being discussed in the first place?
I was drawing a comparison. It was claimed that hunters with a rogue+mage on them are incapable of doing anything (the exact quote: "we can do _nothing_") and I argued (A) that's untrue, (B) there are other classes which can do even less when rooted, (C) or require even fewer players to be locked down.

Unfortunately, this was misconstrued as "Enhancement shaman are weak" which is true but was not my point. I'll back out of this thread now.

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Old 10/02/07, 7:55 PM   #54
Lord BEEF
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Originally Posted by Loeff View Post
I think you answered your own question there. When was the last time you heard a rogue complain that his Sprint was resisted?
Never, though I hear plenty of complaints about vanish :P

I don't think a 4% failure rate of a resist is that huge of a deal in the overall scheme of things if that's all that's involved. I do understand it makes a difference, this is why I put some spell hit on my pvp gear, but I don't think it would make or break you whether it's a self buff or an enemy debuff.

If you want to deal with a high failure rate, try landing a bash on an orc warrior from the front.

But again, getting back to the topic, as a druid you have to see that these changes do not address what hunters need. If every hunter is asking Blizzard about some way to get back out to range and instead we get Trueshot Aura costing no mana, how does that help us? It doesn't. Imagine it like every druid asking Blizzard for help with their mana pool, and Blizzard gives you a 4% increase in travel form. Huh?
Bad example as a faster travel form would let me avoid more damage, saving mana which I would use for healing if I took damage instead. But I get the idea.

The arcane shot change does help in the very specific scenario of attacking someone who has blessing of freedom, but it doesn't help you be fully self sufficient. Right now in 2v2 if you want to partner with a healer you pretty much have to partner with a priest or druid as they can fear/root/cyclone things that get too close to you. I went up against a hunter/paladin team last night and I wondered what they could possibly excel at.

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Old 10/02/07, 8:08 PM   #55
Huntemup
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Uther
Originally Posted by Elendril View Post
I've said for a long time that I think one of the most important skills hunters need for PVP is just some kind of snare escape. Make it an 11 point talent in Survival or something - just a snare break and brief immunity. That would at least give a hunter the ability to wing clip someone and get away momentarily before hamstring/crippling poison can be re-applied. What I would give to be a gnome hunter...
I agree wholeheartedly. I think the best idea is still the reverse blink that we bantered about over a year ago. Something, anything to escape the deadzone for just a moment.

Make it something like a reverse shadowstep. Engineer it such that we "blend into the environment" for a moment, and reappear 8-15yrds behind us, facing forward and cleared of all snares. Just far enough to engineer a greater escape via our other skills, or to regain range when it is most needed. Make it have a reasonably long cooldown (30-45 seconds) and cost a decent amount of mana (500?). If you link it to the global cooldown, and make it interupt autoshot timers it wouldn't be overpowering, just a means of survival.

Also, they should up the dodge/parry granted by deterance, as currently it doesn't deter anybody. It is almost not worth the talent point and the global cooldown required to activate it.


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Old 10/03/07, 5:22 AM   #56
Tammy
Von Kaiser
 
Murloc Hunter
 
Aszune (EU)
Originally Posted by Lord BEEF View Post
I went up against a hunter/paladin team last night and I wondered what they could possibly excel at.
My 2v2 partner is a paladin. We reached 2.2k last week after winning 10-0 against 2.1k teams. I believe we'll max out at 2.3k or so.

It's just a matter of play style. Pala/MMHunter is actually a drain team. That means that against a healer/dps team you don't use multishots on a single target or stuff that you'd normally do when bursting someone down, because you'll just OOM yourself. You can use rank1 multishot though.

Every fight we play against healer/dps we win by draining them. We control the fight from start to end. You said that a druid has roots/cyclone, and while I agree that druid/hunter and priest/hunter are both very good and viable combos, a paladin brings his own advantages to the table: BoF on whoever is snared (including pet). I can't tell you how many times the pally saved my pet from certain death via BoF and BoP. Bubble is huge. And a well timed pally stun + viper sting makes for a very strong combo. I get to use all 3 traps effectively in 2v2 (freezing trap, frost, snakes). I think the issues hunters are concerned about (not being able to get to range) apply mostly to 5v5 and moderately to 3v3. In 2v2 it's less so because you can't get focused by 2/3 people who also have healing support. The worst case is that 2 people are focusing you, but then they don't have a healer.

Originally Posted by Lord BEEF View Post
I fail to understand why it matters whether an ability is a self buff, or a debuff against the target. The only difference I see is that spells cast on others have a chance to be resisted or dodged, while self buffs always work

I mean really if hunters had an ability that would push your target 25 yards away it would effectively accomplish the same goal as an ability that moved you 25 yards away from your target.
You would be 100% right there if arenas were a 1v1 issue. This is not the case though. When you are focused by 2 or 3 people, a self buff allows you to get away from ALL of them (intercept, feral charge, blink, vanish/sprint). A spell that is cast on others will do just that: it will only affect that one person. So if you're focused by 2 people, you can only scatter shot one of them. You could wingclip both of them, but that takes twice the time and even then it doesn't help you get out of melee range.

The only ability that buffs us is The Beast Within, and even that doesn't actually get us away from our enemies like intercept/feral charge/blink can do. More importantly, it's a 41 point talent in a tree that is quite worthless in 5v5 for the most part. Unless your 5v5 is really tailored to you doing nothing but pure dps (for example, a 4 dps team with a mage, lock and rogue), BM will not work in 5v5. Even with this 4 dps team setup, the team will be much better off using a SP for his shadow dmg debuff on the focus target, his better burst, his silence ability and the additional AOE fear.

Originally Posted by Rob View Post
I mean, as an Enhancement shaman, I can currently do _nothing_ to attack a hunter if he's good.
That's like saying a fire mage has a really hard time versus a hunter nuking him. Spec arena if you want do arenas. The point is that hunters lack a spec which makes them viable in arena. MM is simply the least bad option availabe

It's not horrible, but it just doesn't make sense that if the enemy team wishes to completely shut down a hunter, they can do that no problemo, so long as they purge BoF.

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Old 10/03/07, 6:09 AM   #57
Kaber
King Hippo
 
Tauren Druid
 
Stormreaver
Originally Posted by Rob View Post
So you are doing something even while rooted -- mana burning and pushback on a healer. (Which is more than a warrior or enhancement shaman can say.)
If a hunter is being snared and focus fired, shooting at a healer is the last thing he is going to do. Have you ever successfully healed a Hunter through a focus-fire? It is incredibly difficult and taxing. Why do you think Frost is the arena spec over Fire for mages? The frost mage has more options for escaping the focus-fire, making him easier to keep alive. Survivability is one of the primary principles in arenas and ironically hunters have the least survivability as a class, yet are forced into endurance roles.

The numbers speak for themselves: hunters are the least represented class in Arenas. Goreshot's post on the first page addresses most of what is at the core of poor performance from Hunters in arena. Much of this recent discussion is simply rehashing arguments that have already been addressed in very elaborate detail.

Last edited by Kaber : 10/03/07 at 6:27 AM.

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Old 10/03/07, 8:02 AM   #58
Herrera
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Tauren Druid
 
Lightning's Blade (EU)
Originally Posted by Osse View Post
Dire Bear Form Shapeshift
35% of base Mana
Instant cast
Shapeshift into a dire bear, increasing melee attack power by 120, armor contribution from items by 400%, and Stamina by 25%. Also protects the caster from Polymorph effects and allows the use of various bear abilities.

The act of shapeshifting frees the caster of Polymorph and Movement Impairing effects.

I wonder how imbalanced hunters were if we had such a thing.
I took a scenario that Kaber pointed: warrior and rogue and mage focused on same target. My point is, nobody can escape or retaliate while under pressure by these 3 classes. No, Dire Bear won't save you, especially not the movement impairing part, because you instantly get new spamstring, crippling or a frost snare. Casters can't cast because they're interrupted/stunned/silenced and melee can't do much either. In a 1v1 situation, every class has means of escaping, some classes have it better than others. Hunters have escape utility in all 3 talent trees.
Don't get me wrong, I know hunters need some love in arena, but the issue you're describing is just invalid. You're asking for a way to escape when a hunter is pressured by several enemies. I just pointed that the problem is present among all classes.

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Old 10/03/07, 9:37 AM   #59
Osse
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Stormscale (EU)
Blink, intervene, vanish? Shamans, paladins and druids have high survability so they can LOS the spell casts without worrying too much about physical damage. I could have added priest to that because of their instant protection spells but they lack armor so they are pretty vulnerable. Warlocks? Heh.

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Old 10/03/07, 11:33 AM   #60
Tsohg
Von Kaiser
 
Dwarf Hunter
 
Firetree
I like the idea of changing deterrence to a snare break + 2 or 3 second snare immunity on a 45-60 second cooldown. It is ironic that Druids and Warlocks are posting in (derailing?) this thread telling hunters how all classes have similar difficulty surviving and escaping. Wow. Just.. wow.

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Old 10/03/07, 1:08 PM   #61
Lord BEEF
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Mal'Ganis
Originally Posted by Tammy View Post
good stuff
Good points and ones I hadn't really considered.

I would still think that priest/hunter would be stronger than paladin/hunter since both can drain in that case. My perspective is naturally skewed since druid/rogue is very strong against paladin/hunter, with being able to neuter your effectiveness with cyclone, and bear form. I can do some of the same against priest/hunter but if I get feared in caster I can get burned for a lot of mana very quickly.

Don't you have significant trouble against teams that can remove freedom though?


As for the self buff vs debuff issue you're right as well, though there are debuffs that affect multiple enemies (frost nova, howl of terror, frost trap). They're more an exception than the rule

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Old 10/03/07, 1:18 PM   #62
Lord BEEF
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Tauren Druid
 
Mal'Ganis
Originally Posted by Herrera View Post
I took a scenario that Kaber pointed: warrior and rogue and mage focused on same target. My point is, nobody can escape or retaliate while under pressure by these 3 classes.
Nobody can escape that by themselves no. But a druid can feral charge to get away from it while you have a mage frost nova them or a warlock fear them, or a variety of other options.

A mage that was getting triple targeted can nova and blink or ice block.

Etc etc. Without getting into list wars, most classes have things they can do to get them out of danger.

A hunter has frost trap to prevent the scenario from happening, but once it hits they really only have scatter, intimidation, or wyvern sting to bail them out. They rely heavier on teammates than any other class

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Old 10/03/07, 1:44 PM   #63
Levidian
Piston Honda
 
Tauren Hunter
 
Executus
Originally Posted by Kaber View Post
You are talking about 1v1 dynamics while we are saying that our abilities are severely diminished in a 2v2 through 5v5 situation. No one here is going to deny that in duels Hunters are quite powerful. But you simply illustrated the point for us: our abilities are centered around fighting and escaping a *single* player, not multiple players. All other ranged/healing classes have some means for escaping the situations that cripple Hunters, and it is our strength at escaping a single player that seems to be keeping us down.
Exactly, this is ONE of the things that is broken about hunters in group combat. Every class in the game has a stun/fear/snare/disorient. Any of which that is effective will let 1-5 people catch up to the hunter in a group scenario. All it takes is 1 person being effective at snaring/rooting/stunning the hunter and he is locked thats it. Our abilities to free ourselves include a 2minute trinket(which when used on anything besides poly/fear in most situations is stupid, so that leaves us with ONE ability that is a 41pt talent in a tree that is HORRIBLE for group pvp.

Mages have blink (15sec CD, Iceblock when can't escape with blink(spec I know)
Warriors (Charge/Intercept/Intervene)
Rogues(sprint[imp]), Vanish
Shaman(Shields,Channeling/Focus bonus abilities to maintain damage/healing while taking damage)
Warlocks(Highly instant cast, Huge mitigation[spec], Health regain abilities)
Priests(Instant cast abilities,Fear,Durability talents[blessed Res]Focus[Martrdom]
Paladins(BoP,Plate[shield],DS,Freedom)
Hunters(Instant cast arcane shot[crits for less then most nukes *hit*, Stings)
None of which are for MOVEMENT on a class that is HIGHLY if not the MOST dependant on movement in the game combined with NON instant damaging attacks.

Regardless of what anyone says or thinks ANY veteran experienced hunter will tell you flat out that the changes do NOTHING to fix core hunter problems.

Movement(no changes)
Mana eff/regen (New viper is a joke, cant even steady/auto with it)
Survivability (Hit points?, AKA nothing that isnt mitigated after the very first attack that knows you below max hp)
High powered CC(None[see: fear,poly,controlled stuns]
High Powered Debuffs (None, unless MS shot goes in which wont really help in 5s might help a little in 2v and 3v.

Even with the current 2.3 changes ( which basically are NON changes , people wont even notice the arcane shot except in 2 and 3 maybe and it still wont be a big deal.

Right now we are a niche class that is pigeon holed into 1 spec, with 1 pet(that can be killed in 1-5 seconds by any decent team), reliant on 1 ability that is removable by 3 classes(1 of which is in EVERY 5man team, and 2 a lot of the time), and a racial. All of which is countering a 15 second CD that can be reduced by dead zone,los,mana, and like mentioned removed if/when it is cast on the intended target.

When filling that role to its exact specifications we still fall short of the usefulness of a variety of other classes that could take our place.

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Old 10/03/07, 2:10 PM   #64
Tammy
Von Kaiser
 
Murloc Hunter
 
Aszune (EU)
Originally Posted by Lord BEEF View Post
Good points and ones I hadn't really considered.

I would still think that priest/hunter would be stronger than paladin/hunter since both can drain in that case. My perspective is naturally skewed since druid/rogue is very strong against paladin/hunter, with being able to neuter your effectiveness with cyclone, and bear form. I can do some of the same against priest/hunter but if I get feared in caster I can get burned for a lot of mana very quickly.

Don't you have significant trouble against teams that can remove freedom though?


As for the self buff vs debuff issue you're right as well, though there are debuffs that affect multiple enemies (frost nova, howl of terror, frost trap). They're more an exception than the rule
According to geekboys, priest/hunter is indeed stronger than paladin/hunter. If you search for 2v2 teams with a hunter in them, priest is the most common one (I did this examination a couple months ago so maybe the results are different now).

Teams that can remove freedom are teams with a priest, a shaman, or a felhunter (till S3 when hunters could purge too! /dance).

Priest combos are pretty easy because they can't remove viper sting. So every 15 secs they get drained for 1800 mana. Maybe every 20 secs cos they LoS alot. That's alot of mana to cope with losing. When they are oom I can even downrank viper sting and keep them oom.

Shaman combos are not even a factor because they are very rare in high rated 2v2. I think the last time I played a shammy was more than 2 months ago. Was shammy/warrior combo. Even if the shammy is quick enough with purging BoF, they can't cleanse freezing trap, so it's very easy for us to control the fight and the shammy is drained pretty fast as long as we destroy the poison cleansing totem (he has scorpid poisons on him so removing it directly is hard, he needs to preemptively remove the scorpid poisons via totem+direct poison cleansing spell, and that's just hard or even impossible with all the damage he takes, the warrior trapped, pally stun etc).

Felhunters I kill on sight always, but you rarely need BoF vs a lock, CoExhaustion is kinda weak as it is. But I kill them anyway cos of spell lock.

You'll be surprised, but druid/rogue is not that hard of a matchup for us. This is because they have no offensive or defensive dispelling, that means BoF will be up for the full duration, and freezing trap buys literally 15 seconds of CC unless trinketed (I have clever traps which prolongs the trap durations). With BoF on me it's easy to keep the rogue snared the whole fight, and since he wears leather I can put alot of pressure on the opposing team by dpsing him. Warrior/druid is actually harder due to the warrior having plate and the druid having bear form, which leaves our team with pretty low damage output, but a few weeks ago we managed to beat a 2.1k warrior/druid with all factors working against us (blade's edge arena, pet dead). The main reasons are that freezing trap works great vs those combos and they can't remove BoF.

Last edited by Tammy : 10/03/07 at 2:35 PM.

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Old 10/03/07, 2:47 PM   #65
Lord BEEF
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Mal'Ganis
The paladin/hunter matchup was the first I've gone up against such a team, but what we did was simply have the rogue go after the paladin. I cycloned the hunter and kept his pet hibernated as much as possible. It takes a while but rogue can definitely kill the paladin.

I imagine in your case you would have the paladin put freedom on himself and run through your frost trap to kite the rogue?

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Old 10/03/07, 3:55 PM   #66
Deathcabby
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Dwarf Hunter
 
Uldum
Anyone know if the dispell magic portion of the arcane shot that they're thinking about introducing will dispell a BOP or bubble??

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Old 10/03/07, 4:13 PM   #67
Amera
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Amera
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Every dispel removes BoP, so it should. Only mass dispel removes divine shield, so I doubt it.

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Old 10/03/07, 4:17 PM   #68
Tammy
Von Kaiser
 
Murloc Hunter
 
Aszune (EU)
Originally Posted by Lord BEEF View Post
The paladin/hunter matchup was the first I've gone up against such a team, but what we did was simply have the rogue go after the paladin. I cycloned the hunter and kept his pet hibernated as much as possible. It takes a while but rogue can definitely kill the paladin.

I imagine in your case you would have the paladin put freedom on himself and run through your frost trap to kite the rogue?
Yep my paladin uses BoF on himself when he is focused. I snare (concussive/wingclip/frost trap/entrapment) or CC (trap/scatter) whoever is attacking him.

As for me, I usually silence or scatter the cyclones, but some of them hit me ofcourse.

But it's quite hard for a rogue to take down my pala on his own. I am lucky to be with an exceptionally skilled pala, who is also exceptionally geared now (but he wasn't when we started). But if 2 people focus him (like a rogue with help from the druid with feral charge+bash) he won't survive indefinitely unless I assist. Especially dangerous is when a warrior is on him with full rage and the enemy paladin stuns him. But that matchup will be easymode when arcane shot gains the purge effect.

But i'm derailing from the topic which is hunter 2.3 changes. I think the changes should address 5v5 more than 2v2 actually (though they should address all arena brackets to an extent). It's odd, but if you recall, during S1 everyone said that hunters are terrible for 2v2 and 3v3 and are "okay" in 5v5. I think things are different now to a degree. In S2 every 5v5 team was better off with an elemental shaman than with a hunter. When you compare what each class brings to the table, it's not even close. The few teams that use hunters successfully have a team tailored to them (capslockcrew for example with their mana drain combo), but for the most part, when people see a hunter, they know they're gonna kill his pet and focus him and purge his BoF and in 5v5 this is much easier to achieve than in 2v2 or 3v3.

Therefore, I think the additional changes to hunters (and hopefully such changes are incoming!) should address 5v5 more than 2v2 and 3v3 (though 2v2 and 3v3 still require some love ofc ^^). The arcane shot buff is actually a very decent buff for 2v2 and 3v3 as well. In those small arenas people don't have that many buffs and therefore you can dispel crucial buffs alot more reliably. You also have less targets to dispel. Being able to reliably (or pretty reliably) dispel buffs such as fel armor, fort, BoF, BoP etc is definitely a big plus. In 5v5 this is not the case unless you and a priest are doing alot of dispel work at the beginning of the fight. People could have 7 buffs each at the start of a 5v5 match (for example, mage with AI, dampen magic, ice armor, pally blessing, fort, spirit and shadow resistance), if you try to dispel that on your own, and manage to cast arcane shot every 6 seconds, you'll need 42 seconds per person. That's simply too long and you will not be able to reliably dispel things such as BoF or BoP when necessary on your own. If you and the priest dispel together then you could, but then it's the priest doing most of the work anyway! During those 6 seconds he can dispel 8 buffs theoretically while you dispelled only 1 buff.

Last edited by Tammy : 10/03/07 at 4:50 PM.

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Old 10/03/07, 4:43 PM   #69
Kaber
King Hippo
 
Tauren Druid
 
Stormreaver
took a scenario that Kaber pointed: warrior and rogue and mage focused on same target.
Actually my scenario was any 1 of the 3, not all 3 at once. All it takes is one of them to stop a hunter, while their teammate(s) can LoS, get into the deadzone, or just fire away. People like to bring up shaman as a counter-point to the Hunter's inability to escape, but a shaman can do a lot more (and survive a beating far more easily) while they have people on them.

The dead zone has always been a Hunter's greatest weakness, and in Arenas it is the easiest weakness you can exploit because Hunter's lack the means to keep people out of it.

Last edited by Kaber : 10/03/07 at 5:10 PM.

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Old 10/03/07, 10:24 PM   #70
Neruse
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Night Elf Hunter
 
Sargeras
I'd agree that hunters can perform better in 2v2 and even 3v3 than 5v5. In 5s, there will be simply too much pressure on the hunter (who has no quick escapes or ways to avoid damage), and unless the hunter's team is better geared and/or played than the opposing, that hunter is most likely dead.

In the smaller brackets there is less pressure that can be applied, and the hunter's escape mechanisms work better against fewer opponents. Both 0/30/31 (imp arcane, wyvern) and ye olde 0/42/19 are good all-around specs for these brackets.

I ran some 2v2 for the first time in months with a geared out S2 paladin. I had my current pve spec and a combo of pve and S1 + honor epics. Only game we lost was to a double PoM + Pyro team, when we became complacent and the paladin didn't bother to bubble before healing and was consequently counterspelled.

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Old 10/04/07, 9:16 AM   #71
Osse
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Orc Hunter
 
Stormscale (EU)
Then again, there are some combos in 2v2 that you just can do nothing to win. Druid + Warrior with equal gear for example. They go on your pet and the druid is all the time in bear form so I cant sting him/her or do enough damage for him to require to shapeshift out very often. If I dps the warrior he/she will have enough rage to kill my pet because it has no resilience and shit health.

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Old 10/05/07, 7:04 PM   #72
Celnathor
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Night Elf Hunter
 
<TDC>
Mal'Ganis
Originally Posted by Osse View Post
Crippling poison proc when you're outside melee range of rogue is nice as well.
That's one of my pet peeves too. On that note, I think it would be nice for hunters to get equal treatment to melees in the fudge factor that the game grants them.

AFAIK melees get some leeway beyond the base 5-yard range when chasing someone, to compensate for latency(and in all fairness, this is probably necessary). Unfortunately, this doesn't go both ways. I can't count the number of times I've been moving away from someone on my screen, my UI says I have range to fire arcane/concussive/whatever, and yet I'm still getting stabbed by some dagger that's 8 yards away from me, while the game's telling my I'm too close to my target when I try to activate any ranged attacks.

I think changing this would be nice for hunters, largely because while the deadzone is officially 5-8 yards, when you're moving away from someone and accounting for latency it's more like 5 to 10-12 yards, or more if your ISP is performing poorly. I think it's perfectly reasonable for hunters to be given an equivalent "fudge factor" to the melee classes, as being able to use our primary attack skills(ranged skills, 8+ yards) is every bit as vital to us as it is for rogues/warriors to be able to use their melee abilities.

Last edited by Celnathor : 10/05/07 at 7:11 PM.

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Old 10/05/07, 11:57 PM   #73
Neruse
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Night Elf Hunter
 
Sargeras
Originally Posted by Celnathor View Post
AFAIK melees get some leeway beyond the base 5-yard range when chasing someone, to compensate for latency(and in all fairness, this is probably necessary). Unfortunately, this doesn't go both ways. I can't count the number of times I've been moving away from someone on my screen, my UI says I have range to fire arcane/concussive/whatever, and yet I'm still getting stabbed by some dagger that's 8 yards away from me, while the game's telling my I'm too close to my target when I try to activate any ranged attacks.
I'd be happy if they did this for hunters. Lost 3 games today to pillar humping resto druids running frikken circles, as a rogue or warrior repeatedly stunned/snared/fucked me in the ass. Multiple times I supposedly had range to scatter/viper the druid, only to be told by the game engine, "I don't like you, so you're not actually in range". This is while some melee is more than 5 yards behind me, and sometimes even hitting me through walls and pillars.

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Old 10/06/07, 6:53 AM   #74
MeCh
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Problem with hunter/healer in 2's is that it basically plays like a sl/sl lock/healer...except worse.

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Old 10/06/07, 12:47 PM   #75
Edarran
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I remember a few weeks ago someone on the US hunter board posted a suggestion for some new hunter abilities in 2.3. He called them "Aim for the ___" the basic rundown of these were...

Aim for the Legs:
0-15yrd range (to keep it from being abused while kiting)
Cripples the target for 3 seconds, and slows movement by 40% for 10 seconds (?)

Aim For the Hands: (arm??)
0-30yrd range
Disarmes the target for 6 seconds
15 sec CD

Aim for the Chest:
Cracks the opponents armor, reducing there total armor value by 25% for 15 seconds
30 sec CD

Aim for the Head:
Dont remember the specifics.. but I think it acted sort of like a 2 second cast aimed shot, with a slightly less dmg ratio and no adverse effects on auto shot.

The first one could act has the melle range root/snare people have been talking about, with the added slwoing effect making it a bit easeir to keep the target at range.

The second could be used more has utility, It would make the priests life a whole lot less painfull when that MS warrior is beating on them with only his tiny fists..

The other two could be used has added damage in addition to more viability via armor reduction. The long cooldowns, range limitations, and moderatly high mana cost (dont remember the exact numbers) would keep them from becoming to overpowered, while still being a usefull addition to our arsenal.

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