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04/29/08, 12:00 AM
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#301
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role != roll
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Instant CC at 30 yards for 20 (10?) seconds is insane. This change hurts resto druids badly and outright kills feral druids. Either the range needs to be reduced or there needs to be a cast time.
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Fix Spirit Wolves not responding to commands.
DK/ Rogue
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05/09/08, 5:53 AM
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#302
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Von Kaiser
Orc Death Knight
Blackrock
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Originally Posted by panny
Instant CC at 30 yards for 20 (10?) seconds is insane. This change hurts resto druids badly and outright kills feral druids. Either the range needs to be reduced or there needs to be a cast time.
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It's also on a 30 second cooldown - that's not much of a killer against feral druids when they can trinket it or just eat it and then run back in. Can't chain or anything, its just another oh-shit button with much fewer uses than most, as well as an extra druid CC. It's not as if druids have trouble will CC as is.
On another note, I am thinking of starting to run a hunter/mage/priest team in 3s. I have seen the combo in action a couple times, but not actually being played all that well. If anyone has experience around 2k or higher with the combo, here is a couple questions for you. First, what are the "jobs" of the hunter and mage respectively, please include specifics for popular teams like RMP, double healer war, etc. Second, what are it's weaknesses and most common things that end up being done improperly, causing the combo to fail to reach it's potential. Lastly, do you think a standard 11/41/9 build should be used, or something more survival heavy? I am actually considering the scatter/wyvern spec for extra survivability and clutch CC for the timed bursts. If there is anything else I should know about the combo, please include that as well.
Thanks!
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05/09/08, 6:47 AM
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#303
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Von Kaiser
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Originally Posted by Faerlun
It's also on a 30 second cooldown - that's not much of a killer against feral druids when they can trinket it or just eat it and then run back in. Can't chain or anything, its just another oh-shit button with much fewer uses than most, as well as an extra druid CC. It's not as if druids have trouble will CC as is.
Thanks!
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Unless the Feral has a Priest dispelling him, it turns what was already a lopsided fight in the hunter's favor into a complete joke. The hunter will want to save the SB for the moment the feral goes cat, as he has to do at some point to apply any real pressure. The extra damage the druid will take in low-armor cat, plus the extra three opportunities to get range on the feral every 2 minutes combine for a no-win scenario.
If you are unaware of the degree of control a hunter has over a feral druid, you might want to watch two duels between Chrille and Cherekee: The Fat Cow V By Chrille at 14 mins into the video. Notice that in the second one Chrille gets lucky when NG procs on the hunter instead of his pet. Even so it's quite close, and it's easy to see what Cherekee would have done with an instant scare beast at the end when Chrille goes cat to have a chance at killing.
What I don't understand was why Blizzard didn't try instead making Viper Sting not break Scatter Shot or Freezing Trap. I thought it used to work back in the day-- was it really so overpowered?
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05/09/08, 4:35 PM
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#304
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Von Kaiser
Orc Death Knight
Blackrock
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Originally Posted by Yaha
Unless the Feral has a Priest dispelling him, it turns what was already a lopsided fight in the hunter's favor into a complete joke. The hunter will want to save the SB for the moment the feral goes cat, as he has to do at some point to apply any real pressure. The extra damage the druid will take in low-armor cat, plus the extra three opportunities to get range on the feral every 2 minutes combine for a no-win scenario.
If you are unaware of the degree of control a hunter has over a feral druid, you might want to watch two duels between Chrille and Cherekee: The Fat Cow V By Chrille at 14 mins into the video. Notice that in the second one Chrille gets lucky when NG procs on the hunter instead of his pet. Even so it's quite close, and it's easy to see what Cherekee would have done with an instant scare beast at the end when Chrille goes cat to have a chance at killing.
What I don't understand was why Blizzard didn't try instead making Viper Sting not break Scatter Shot or Freezing Trap. I thought it used to work back in the day-- was it really so overpowered?
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Oh it will definitely be powerful, and make a mage/hunter combo in 2s or 3s much more able to CC resto druids for a burst. As to the video, keep in mind that arenas play out significantly differently than duels when other classes interfere. I find druid crowd control to be more effective across multiple targets than hunters', although frost trap is an exception to that rule. I believe the change was set up to give resto druids another much needed weakness, and that the effect it has on feral druids is a slightly unfortunate (not for hunters) side-effect.
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05/09/08, 8:18 PM
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#305
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Von Kaiser
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Curious why you think Scare Beast will be good for setting up a burst. Half the time when I get feared I run out of the enemy's range/LOS, and I'd expect resto druids to be at some range before they get hit by SB.
If you time it perfectly with a mage nova I suppose you'd have an opening, but the druid can still shift out of the nova and continue moving at the increased fear rate.
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05/10/08, 1:31 AM
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#306
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Von Kaiser
Orc Death Knight
Blackrock
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Originally Posted by Yaha
Curious why you think Scare Beast will be good for setting up a burst. Half the time when I get feared I run out of the enemy's range/LOS, and I'd expect resto druids to be at some range before they get hit by SB.
If you time it perfectly with a mage nova I suppose you'd have an opening, but the druid can still shift out of the nova and continue moving at the increased fear rate.
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sorry - burst on the resto druid's partner. If you have another form of CC on your team, say a druid or a mage or something, then they can save their CC for later if you lead off with a fear on the druid before you nuke their ally. Will be a pivotal part of my anti-druid game in 2s when I am playing double DPS.
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05/13/08, 2:52 PM
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#307
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Piston Honda
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Well, moot point now. 1.5s cast time for SB remains. 30 second range increase still patched in though.
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Originally Posted by Bula
"They were bad, stop trying to figure out why bad players do bad things."
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05/20/08, 7:41 PM
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#308
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Glass Joe
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Hunter+Disc priest viable? So far with hunter (2/5 venge) with badge weapon, and priest (4/5) we hit 1700, can this setup go places?
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05/20/08, 11:15 PM
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#309
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Von Kaiser
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Ask Seriously/Offcell, the 2300 Hunter/Priest team. Seriously has a strong following on the Arena Junkies forums as well. I'd recommend hitting that up for more info on the combo.
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05/21/08, 6:16 PM
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#310
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Glass Joe
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I just started doing 2's with a druid friend of mine. He's 8/11/42 and I'm 7/41/13 (Imp WC, Entrapment, Deterrence). We've been rather successful against most healer/dps combos but Shaman/Warr is making us beat our heads against the wall. We've tried having me on the shaman the whole time while the druid controls warr, but when I get the shaman close to oom he starts water shield spamming and LoS'ing and I can't seem to burst him down. We've also tried having me stay on the shaman until he's oom then focus down the warr. I pull my scorpid off to avoid helping the shaman regen his mana and my druid keeps him in combat with demo roar/cyclone but I can't seem to burst the warrior down either since at this point he's switched to me and he's in my melee range most of the time. I use scatter/trap on the warr so I can get off Aimed shots to counter some healing but it's still nowhere near enough damage to take him down.
Any feedback would be much appreciated.
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05/21/08, 7:12 PM
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#311
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Von Kaiser
Orc Death Knight
Blackrock
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Originally Posted by Rozta
I just started doing 2's with a druid friend of mine. He's 8/11/42 and I'm 7/41/13 (Imp WC, Entrapment, Deterrence). We've been rather successful against most healer/dps combos but Shaman/Warr is making us beat our heads against the wall. We've tried having me on the shaman the whole time while the druid controls warr, but when I get the shaman close to oom he starts water shield spamming and LoS'ing and I can't seem to burst him down. We've also tried having me stay on the shaman until he's oom then focus down the warr. I pull my scorpid off to avoid helping the shaman regen his mana and my druid keeps him in combat with demo roar/cyclone but I can't seem to burst the warrior down either since at this point he's switched to me and he's in my melee range most of the time. I use scatter/trap on the warr so I can get off Aimed shots to counter some healing but it's still nowhere near enough damage to take him down.
Any feedback would be much appreciated.
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When I played resto druid / hunter I had similar issues with the shaman/war combo. What I found worked requires the druid to help with your damage output when you go to finish someone. First, drain the shaman till he's oom and spamming water shield. Now get your pet on the warrior and get your druid to start hitting the war as well whenever he gets the chance. When the war gets down to about 50%, scatter trap the shaman. At the same time your druid should either root or cyclone the warrior. Get range on the warrior, then nuke him as much as you can. Have your druid also be doing some spell nukes onto the warrior. Cyclone as trap ends, finish war. Your other option if you can't get to the shaman to trap is to lay a trap down and don't kite the warrior into it until you have ~15s left on trap cooldown. Then take him in and get range on him while your druid cyclones the shaman. Nuke as usual and chain your freezing trap onto the end of your druid's second or third cyclone.
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05/27/08, 2:47 AM
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#312
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Don Flamenco
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You probably aren't cycloning the warrior enough when you try to burst him down. Feral charge a heal, Cyclone shaman, root warrior, cyclone shaman again, cyclone warrior, bash shaman just before warrior's cyclone expires, cyclone warrior again, repeat. If the warrior is in a cyclone he cannot be healed (and any heals that land will be completely wasted mana), and the hunter can get distance to load up an aimed shot to hit right as it expires. You can also chain the cyclones on the shaman into a scatter trap. If timed properly, the only time you risk being shocked/grounded on that CC chain is the 2nd cyclone on the warrior, so make sure you bash the shaman or get some assistance from the hunter with a scatter/silencing shot/trap and kill any groundings. This has the added benefits of a) keeping the shaman CCd more, allowing hots to tick rather than being purged b) causing mortal strike to fall off while the warrior is cycloned.
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05/28/08, 1:34 PM
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#313
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Don Flamenco
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Originally Posted by Rozta
I just started doing 2's with a druid friend of mine. He's 8/11/42 and I'm 7/41/13 (Imp WC, Entrapment, Deterrence). We've been rather successful against most healer/dps combos but Shaman/Warr is making us beat our heads against the wall. We've tried having me on the shaman the whole time while the druid controls warr, but when I get the shaman close to oom he starts water shield spamming and LoS'ing and I can't seem to burst him down. We've also tried having me stay on the shaman until he's oom then focus down the warr. I pull my scorpid off to avoid helping the shaman regen his mana and my druid keeps him in combat with demo roar/cyclone but I can't seem to burst the warrior down either since at this point he's switched to me and he's in my melee range most of the time. I use scatter/trap on the warr so I can get off Aimed shots to counter some healing but it's still nowhere near enough damage to take him down.
Any feedback would be much appreciated.
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Rank 1 Faerie Fire is an even easier way to keep the shaman in combat without triggering water shield. I've seen successful execution of a drain strategy on the shaman and of a CC strategy on the shaman. Neither seemed easy though. Versus less skilled teams, I would have your druid CC the warrior very aggressively, while you drain/damage the shaman and assist with CC when needed. Versus more skilled teams where the druid's CC will be frustrated, you might try harassing the shaman while your druid whittles the warrior down with assistance from you where LoS isn't an issue, then moving into a CC chain on the shaman when you feel the warrior is sufficiently low for you to kill him during a cyclone/trap/bash/maim/cyclone chain, or whatever you prefer. Rooting the warrior before the trap will help prevent him from eating it for the shaman, albeit in exchange for a 10% heal.
Also, it goes without saying that aggressive totem stomping is a hugely important feature of the fight, both due to the mana cost of totems and the buffs/debuffs they provide. Once you are comfortable with it, you can kill a large percentage of the shaman's totems at very low cost to your overall dps with a melee swing, wingclip, autoshot, etc.
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06/02/08, 4:59 AM
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#314
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Glass Joe
Night Elf Hunter
Khaz'goroth (EU)
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What about putting 4 or 5 points in Imp. Concussive Shot when pairing up with a druid in 2s?
At first sight, this seems more viable to me than having them in Imp. Arcane Shot. Although unreliable, this would definitely help you or your partner to get away from a melee. Could also come handy as an additional interrupt when silencing and scatter are on CD.
Maybe someone could share his experiences with that as I haven't found anything in previous posts.
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06/02/08, 5:23 AM
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#315
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You are great doctor!
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Originally Posted by Supra
What about putting 4 or 5 points in Imp. Concussive Shot when pairing up with a druid in 2s?
At first sight, this seems more viable to me than having them in Imp. Arcane Shot. Although unreliable, this would definitely help you or your partner to get away from a melee. Could also come handy as an additional interrupt when silencing and scatter are on CD.
Maybe someone could share his experiences with that as I haven't found anything in previous posts.
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I really don't find imp. arcane shot to be that useful at all. It's also easier to see imp. concussive in action, where it could possible make or break a game against a double DPS team. Too bad it feels like half of them get resisted when it does proc, though.
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07/07/08, 4:05 PM
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#317
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Glass Joe
Troll Hunter
Twisting Nether
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BM/Resto Sham
Hello,
I run BM hunt(me)/Resto Sham in 2v2. I used to run 11/41/9, but recently respec'd to 41/20/0 because of running into numerous double DPS teams. I like it so far, and we have little to no trouble with double DPS teams anymore between BL(Heroism) and TBW. But there are still some teams we just can't seem to beat.
Disc.Priest/Rogue, 'Lock/Healer, and Disc.Priest/Hunter are very hard set ups for us, and our repeated losses to those teams are holding us back.
What should our plan of action be against those set ups? Particularly Disc.Priest/Rogue. Between the Rogue's cheat death-vanish-get healed sequence, and the priest draining my Sham faster then I could possibly drain him (Esp with no points in Imp Stings), we just can't seem to beat them.
If this has already come up earlier in the thread I apologize, and if you could link it I would greatly appreciate it.
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07/08/08, 3:24 AM
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#318
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Metagame
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I'm trying to gear up a PvP Hunter alt and actually have a very pressing question. Based on the answer here, I might have to shelve (not delete) the character entirely.
How much does the ammo DPS affect a Hunter's PvP performance? I checked through the variety of raid threads for some idea of ammo dps models (how much damage per auto shot does 53 dps ammo add compared to 46 dps ammo?) And so on. My understanding is Steady/Aimed/Arcane aren't affected by ammo damage?
The Hunter currently is in all greens, so going to Hyjal is out of the question. I can use Engineering ammo or grind Karazhan for that ammo, but being a hardcore min-maxer it's really hard to continue gearing this character up when Hyjal ammo is inaccessible in the near future.
Last edited by ceasefire : 07/08/08 at 6:47 AM.
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07/08/08, 3:47 AM
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#319
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Glass Joe
Troll Hunter
Twisting Nether
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Originally Posted by ceasefire
I'm trying to gear up a PvP Hunter alt and actually have a very pressing question. Based on the answer here, I might have to delete the character entirely.
How much does the ammo DPS affect a Hunter's PvP performance? I checked through the variety of raid threads for some idea of ammo dps models (how much damage per auto shot does 53 dps ammo add compared to 46 dps ammo?) And so on. My understanding is Steady/Aimed/Arcane aren't affected by ammo damage?
The Hunter currently is in all greens, so going to Hyjal is out of the question. I can use Engineering ammo or grind Karazhan for that ammo, but being a hardcore min-maxer it's really hard to continue gearing this character up when Hyjal ammo is inaccessible in the near future.
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That's a good question, I wonder the same thing myself. Though I doubt it's that huge of a deal.
I would advise against deleting your hunter in anycase (if you were even serious), since you might want a hunter in woltk, and in all likely hood lvl 75 ammo will blow hyjal ammo out of the water anyway.
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07/08/08, 6:50 AM
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#320
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Metagame
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Yeah I didn't mean to say delete, it's a bit strong of a word :P. More like shelve.
I highly doubt the difference in DPS (46 dps versus 53 dps) translates completely like it does for Melee right? The thought of having to use the equivalent of a s2 weapon versus a s3 weapon just because of PvE ammo seems a bit ridiculous. Any experienced hunters want to shed light on either hard data (or a link to it) of shots with different ammo types?
Tentatively it seems like Steady/Arcane aren't affected by ammo and Aimed Shot/Auto Shot/Multi-shot are?
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07/08/08, 7:25 AM
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#321
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Piston Honda
Tauren Druid
Stormreaver (EU)
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Originally Posted by ceasefire
Yeah I didn't mean to say delete, it's a bit strong of a word :P. More like shelve.
I highly doubt the difference in DPS (46 dps versus 53 dps) translates completely like it does for Melee right? The thought of having to use the equivalent of a s2 weapon versus a s3 weapon just because of PvE ammo seems a bit ridiculous. Any experienced hunters want to shed light on either hard data (or a link to it) of shots with different ammo types?
Tentatively it seems like Steady/Arcane aren't affected by ammo and Aimed Shot/Auto Shot/Multi-shot are?
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Correct. It's not a huge deal, but of course the best ammo is the best choice. Ammo effects autoshot, multishot, and aimed shot. It does not affect Steady or Arcane.
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07/08/08, 3:00 PM
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#322
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Glass Joe
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To give a quantitive answer to the difference I put the arrow choices into Cheeky's spread sheet. Based on my PvP gear, a Humanoid target and my pvp shot rotation, in 44.15 secs, with Mysterious Arrows I do 33,684.13 damage; with Timeless, I do 34103.48 damage. Adifference of 419.35 damage. Not a large difference but one worth spending the cash.
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07/17/08, 1:34 PM
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#323
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Glass Joe
Night Elf Hunter
Stormreaver
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I'm a BM hunter with a rogue. We have trouble coordinating a strategy against plate wearers. What is usually the best thing for a bm hunter/rogue? Mind you the rogue is spec'd for swords 20/0/41. We both have sufficient resil, just seems like we can't do anything against the plate wearers and sometimes even a mage/shaman comb.
We are a bit new to arena's so be gentle lol. We just wanted to get a basic strat down to work off of. Thanks.
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07/29/08, 3:32 AM
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#324
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Von Kaiser
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2v2 warlock problems
Hi I started 2v2 with my RL friend.
We play hunter(BM)/warlock(SLSL).
We're doing pretty well to start but I face lot of problems with "Dot" classes.
I've got gear that I can afford at the moment but it seems like I need to gear up more.
Is there any good advises against warlock teams? Should I get more resil? more stam? I'm considering Invulnerbility best too.
We don't have much problem against:
rogue/mage
warrior/pally
warrior/druid
rogue/priest
warrior/shaman gave us some problems
Thanks for your input.
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08/07/08, 1:09 AM
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#325
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Glass Joe
Draenei Hunter
Destromath
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Originally Posted by turbo_012
Hi I started 2v2 with my RL friend.
We play hunter(BM)/warlock(SLSL).
We're doing pretty well to start but I face lot of problems with "Dot" classes.
I've got gear that I can afford at the moment but it seems like I need to gear up more.
Is there any good advises against warlock teams? Should I get more resil? more stam? I'm considering Invulnerbility best too.
We don't have much problem against:
rogue/mage
warrior/pally
warrior/druid
rogue/priest
warrior/shaman gave us some problems
Thanks for your input.
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I play this combo also, in much s2 gear and s1 bow, though my warlock partner is 4/5 brutal. Warrior+Healer combos. Got to 1765 in 2 nights of play (about 50 games), but recently tanked over 100 points back down to sub 1600 due to abundance of warlocks queueing that particular night.
My team has never ever won against Warlock/Priest (probably due to PoM and Dispel Spam), won only sometimes against warlock druid (many times I think it was my lack of a better weapon, the whole s1 bow against s3/s4 armor isn't very ideal). Against rogue lock, my team had best chance to just train the warlock with dots on both targets, usually the warlock will die and then it's just the rogue left.
Against dot classes, as the hunter, you must try not to get the dots too early on yourself, get your warlock partner to initiate combat. Because once those dots are on you you the time is ticking.
I see you pack tons of crit, but relatively low resil (just above 300), I guess its fine, usually the hunter is not focused what with BW and all (BW+frost trap+concussive shot = kited warrior for 18 seconds).
There is a video of a 2200 rated hunter/warlock team.
To end this post, take my advice with a much grains of salt since I haven't even broke 1800 (WTB BETTER BOW).
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