Hello, I'm new to playing a hunter and was curious about some arena macros that would help. I've tried to look for information elsewhere, but people usually have a negitive tone with my "noobness." I'd appreciate any help. Thank yall ^_^
First question.
I am very new to PvP after years as a raiding hunter. I just recpecced from 41/20 BM to a 43MM/18Surv PvP build. I'm on the fence about my last three points in Surv.
My current Surv points are in:
Humanoid Slaying (3/3)
Hawk Eye (3/3)
Improved Wing Clip (1/3)
Entrapment (3/3)
Survivalist (5/5)
My options for the last 3 points are:
2 more points in WC
Clever Traps
Deterrence
Clever Traps
How would you recommend I spend the remaining 3 points? My PvP activity will be a 5v5 team (priority) and normal BG play (secondary consideration).
Second question.
As expected, I'm also in the process of totally revamping my interface to meet the demands of arena and BG PvP. I want to keep my interface as quick and simple as possible.
I obviously need to be able to fire debuffs at a second Focus target while DPSing my primary target. So, I'm thinking about using macros for my Stings, Silencing, and Aimed shots so that they go to my main target with a normal left-click and my focus target if right-clicked. Does anyone have an alternate suggestion for focus targeting that they think is quicker or more intuitive?
Hey hunter fellows I was wondering how you felt about your amount of CC.
Druid/Hunter team CC seems pretty out-of-hand at the moment, so I figured I'd ask what you thought.
I would suggest binding your abilities to keys rather that clicking them if you're serious about improving your interface/playing ability.
Understood. I already do this with anything I needed while kiting (Arcane, Serpent, Concussive) or for my rotation. But, 5v5 arena is a whole new world to me, so exactly which shots I'll need while kiting isn't entirely clear to me yet...
So, to clarify - any of these left/right click macro buttons would be for stuff that isn't already bound near my WASD hand.
Understood. I already do this with anything I needed while kiting (Arcane, Serpent, Concussive) or for my rotation. But, 5v5 arena is a whole new world to me, so exactly which shots I'll need while kiting isn't entirely clear to me yet...
So, to clarify - any of these left/right click macro buttons would be for stuff that isn't already bound near my WASD hand.
Ultimately, if you want to be competitive in PvP, you need to bind everything you will use there. Hunters have quite a few spells, so we are talking shift and ctrl binds as well as the standard keys.
Rather than left click/right click, go with "key"/"shift+key" for silence/silence focus, for example.
Hey hunter fellows I was wondering how you felt about your amount of CC.
Druid/Hunter team CC seems pretty out-of-hand at the moment, so I figured I'd ask what you thought.
I'm not sure what this question is asking, but I'll try to interpret. On my hunter/druid team, we're able to keep melee DPS locked up more or less indefinitely with cyclone, root, bash, and scatter+trap. There are some complications from trinkets, resists, and partner interference, but for the most part melee DPS / healer teams are very manageable. Caster and dual DPS teams are harder, but cyclone remains powerful and frost traps help us kite and stay out of LoS.
Ultimately, if you want to be competitive in PvP, you need to bind everything you will use there. Hunters have quite a few spells, so we are talking shift and ctrl binds as well as the standard keys.
Rather than left click/right click, go with "key"/"shift+key" for silence/silence focus, for example.
I found it helpful to unbind all of the Reputation/Character window keys and re-bind them to abilities. I also use F1-F12 and Insert/Delete/PgUp/PgDn. I'm not generally a fan of shift/ctrl/alt because you have to hit 2 buttons rather than just one.
I was suggesting it was a bit overboard. Since cyclone is 6 sec and freeze trap is 12 you can alternate them on one target without ever having to worry about DRs.
I was suggesting it was a bit overboard. Since cyclone is 6 sec and freeze trap is 12 you can alternate them on one target without ever having to worry about DRs.
There's quite a lot wrong with this statement.
Firstly Freeze Trap is, I'm almost positive 10 seconds (correct me if I'm wrong).
Secondly, DR start from when the CC is removed, not applied, so you'd need to be able to CC someone for 15 seconds straight to chain CC them.
Thirdly, Freeze Trap has a 30 second cooldown, so you can't spam it.
You can, however, as Kierran said, quite effectively lock down a melee DPS with root, cyclone, scatter/trap, etc.
Seriously, what's the point of your question? You think it's overpowered because it counters your team, and you want other people to agree with you. Were you looking for some ways you can stop yourself from getting destroyed, or did you just want to complain?
I'm one of those pesky raiding Hunters who're getting into PvP for Arenas rather than just casual battlegrounds where I can sit back and pewpew. I've got a Band of the Eternal Champion, and I have a S3 ring. Should I get the S2 ring as my second ring to replace BotEC?
I was suggesting it was a bit overboard. Since cyclone is 6 sec and freeze trap is 12 you can alternate them on one target without ever having to worry about DRs.
It probably is overboard but the game isn't balanced around 2s.
I was suggesting it was a bit overboard. Since cyclone is 6 sec and freeze trap is 12 you can alternate them on one target without ever having to worry about DRs.
I'm not sure how that's vastly different from druid/lock. In fact, Druid/lock has the potential to use CC even more brutally than druid hunter against any class except for a warrior.
Same could be said for rogue/mage or rogue/lock, which, while they're not an endurance team in the same manner as Druid/X, excel at turning 2v2 into 2v1 via CC.
After all, there are lots of classes with CC, and most of them have the ability to spam it/cycle across multiple targets, unlike hunters with freezing trap.
Hey hunter fellows I was wondering how you felt about your amount of CC.
Druid/Hunter team CC seems pretty out-of-hand at the moment, so I figured I'd ask what you thought.
That's a function of the Druid much more so than it is the Hunter. Hunter CC, in and of itself, is fairly weak compared to any standard CC class. If Druid/Hunter actually won games by virtue of CC alone, then Mage/Druid or Warlock/Druid should perform far better because their CC is that much better.
But that's the trick, isn't it? Finding two classes that pair very well together. Rogue/Mage has better CC and Lock Down options than Druid/Hunter and is one of the top 2's combinations for very good reason. All of the top 2v2 teams (Lock/SP, Lock/Druid, War/Druid, Priest/Rogue, Mage/Rogue) have abilities that play off of each other very well. So if you wish to complain about Hunter/Druid combinations, the same "complaint" could be made for any of the above listed teams. "Ability X combined with Ability Y makes combination Z too powerful." I do find it quite interesting that these complaints are coming from two very powerful 2v2 classes.
I am very new to PvP after years as a raiding hunter. I just recpecced from 41/20 BM to a 43MM/18Surv PvP build. I'm on the fence about my last three points in Surv.
My current Surv points are in:
Humanoid Slaying (3/3)
Hawk Eye (3/3)
Improved Wing Clip (1/3)
Entrapment (3/3)
Survivalist (5/5)
My options for the last 3 points are:
2 more points in WC
Clever Traps
Deterrence
Clever Traps
How would you recommend I spend the remaining 3 points? My PvP activity will be a 5v5 team (priority) and normal BG play (secondary consideration).
Seriously, what's the point of your question? You think it's overpowered because it counters your team, and you want other people to agree with you. Were you looking for some ways you can stop yourself from getting destroyed, or did you just want to complain?
No need to get defensive now, and I suppose it does counter my team somewhat. I play Rogue/Mage, by the way. We don't get "destroyed", I just am near useless against this team (among others, like lock/pal) and it is primarily thanks to the endlessly chainable CC. I was just wondering if everyone thought this was "OK" or if you noticed it being a little off.
Rogue/Mage has better CC and Lock Down options than Druid/Hunter...
I'm going to have to disagree. Blind is a 1.5min cooldown and Sap/Sheep share DRs, it is calculated from the start of CC not the end of it so if your opening sap is trinked the following polymorphs will be 5s, 2.5s, then a 10sec blind at which point your only options are vanish/sap or another polymorph which will both be on DR anyway since it's been 12.5sec since the last poly. If the opening Sap isn't trinked then Blind will be and you'll have nothing.
...and is one of the top 2's combinations for very good reason.
And that "very good reason" is that it's almost a perfect counter to war/dru, which is such a powerful combo. Besides that it isn't the team it used to be, rogues are alright but mages are just not real great anymore.
Lets all just agree that more CCs should share diminishings.
I don't know if that's even the right answer, warrior has no CC at all really and that doesn't stop them from being monsters when paired with a druid. But what isn't these days? Maybe it's just druids that need to be re-evaluated.
Hmm!
Deterrence is useful for buying yourself a few more seconds of life if you find yourself getting focused. The Wing Clip proc is very important in 2s but less so in 5s and BGs. I haven't heard a definitive answer as to whether Clever Traps extends Freeze Trap duration, but it does makes your Frost Trap last longer (good for 5s).
Honestly, all of these points are on the margin and depend mostly on playstyle. I'd grab Deterrence and another point in Wing Clip based on your described goals, but I wouldn't worry about making the 'wrong' decision.
No need to get defensive now, and I suppose it does counter my team somewhat. I play Rogue/Mage, by the way. We don't get "destroyed", I just am near useless against this team (among others, like lock/pal) and it is primarily thanks to the endlessly chainable CC. I was just wondering if everyone thought this was "OK" or if you noticed it being a little off.
I'm going to have to disagree. Blind is a 1.5min cooldown and Sap/Sheep share DRs, it is calculated from the start of CC not the end of it so if your opening sap is trinked the following polymorphs will be 5s, 2.5s, then a 10sec blind at which point your only options are vanish/sap or another polymorph which will both be on DR anyway since it's been 12.5sec since the last poly. If the opening Sap isn't trinked then Blind will be and you'll have nothing.
And that "very good reason" is that it's almost a perfect counter to war/dru, which is such a powerful combo. Besides that it isn't the team it used to be, rogues are alright but mages are just not real great anymore.
I don't know if that's even the right answer, warrior has no CC at all really and that doesn't stop them from being monsters when paired with a druid. But what isn't these days? Maybe it's just druids that need to be re-evaluated.
Hmm!
So...what's your point? If you're simply here to whine about Druids, you're in the wrong forum; if you want advice for how to counter Druids, then ask.
Seeing as most of this thread is talking about Hunter/Healer makeups, does anyone have any suggestions for Hunter/DPS? My alt just hit 70 recently, and I grabbed the Gladiator Crossbow/Gloves with saved honor, as well as the Engineering hat, but the rest of my gear is pretty mediocre. That said, I'm trying a 2v2 with an AP/Fire-spec Mage friend of mine, and we're doing decently so far. What we've been doing is sheeping one team member (generally the healer), then harassing the DPS until the healer breaks sheep and tries to cast, at which point some combo of Counterspell/Silencing Shot and a timely AP/PoM/Pyro and any other instants we have available finishes the wounded player. That said, burst is going to become less reliable as we go up the rankings and face players with more stam/resil, so I'm looking for suggestions on how to maximize pressure while minimizing damage intake. Generally, I'll have a Frost Trap down and we'll try to kite the DPS through it, which is pretty workable, and my partner is incredible with Nova/Sheep/Blink kiting.
One thing that's caused us issues are Soul Linked warlocks with a Felhunter, which severely hurts my Mage's ability to kill anything between resists, Soul Link, and the Felhunter's Devour and Spell Lock. Should we be trying to keep the Warlock CC'd and killing the partner in these situations, or would it be better for me to put out as much burst as possible to kill the Felhunter?
On spec, I'm running 41/20 (reasoning being that Imp. Revive pet is worse than more CC, since I'm not running with a healer) with the usual points in Marks (no Imp. Stings at the moment since matches generally end before an opposing healer runs OOM), but I'm considering some sort of Wyvern Sting / Scattershot build to increase the amount of CC we can dump on a player. I've heard that Freezing Trap / Wyvern Sting / Scattershot are all on linked DR, which would seriously hurt this spec.
So...what's your point? If you're simply here to whine about Druids, you're in the wrong forum; if you want advice for how to counter Druids, then ask.
Sheesh you guys sure are scrappy!
When I play mage/rog I know I will be countered, this is 2v2 afterall. It happens. I know why it is impossible to beat certain teams.
I am a solutions type person, I really just wanted to know what you guys thought of your CC because I figured that by asking hunters I'd get people explaining their weaknesses and I'd know what to do.
As far as countering druids, I'm really wondering if rogue/retpala isn't the way to go for 2dps? Paladins, ret especially, are pretty susceptible to drains however rogue's lockdown abilities might mitigate that. Not to mention how fast cloth would drop under those two classes. I've never seen this combo before, as hunters (or druids or whatever you are) would this be a tough team to handle or not?
I'm going to have to disagree. Blind is a 1.5min cooldown and Sap/Sheep share DRs, it is calculated from the start of CC not the end of it so if your opening sap is trinked the following polymorphs will be 5s, 2.5s, then a 10sec blind at which point your only options are vanish/sap or another polymorph which will both be on DR anyway since it's been 12.5sec since the last poly. If the opening Sap isn't trinked then Blind will be and you'll have nothing.
I will have to disagree in turn. I said "CC and lock down" for very good reason, because Hunter/Druid has little ability to completely stop people while they do damage to them, while as Rogue/Mage you can. Head to head, of course Hunter/druid has a leg up on Mage/Rogue: both Druids and Mages are essentially "anti-melee" classes, where your opponent has no melee. But your mage has a CC option that lasts longer, counterspell + silence, roots, snares, and a rooting/snaring pet. You have stuns, sap, snares, deadly throw, and blind. You are both counters to similar team setups (while I think Rogue/Mage has a better shot than Hunter/Druid against most double DPS). The problem with your team is that the mage's lock-down abilities all hinge on having classes that cast to leave themselves open to counterspell, or classes that have no ranged abilities to let them eternally kite and CC them. Druids heal with instants and will usually avoid CCing in the open with a mage around, while Hunters have no spells and attack from range. Between Mages and Druids, I think Mages certainly have better CC in general, and your CC is at the very least on par with Hunters because of all the stuns and snares you have access to in order to ensure people stay in melee range.
Hunter/Druid is simply your counter composition. Much like you are a pretty tough combo for Warrior/Healer or Rogue/Healer to beat. That does not mean you cannot beat Hunter/Druid, nor does it mean their CC ability is that much better than your own. They simply have no melee or casters for the two of you to destroy.
Since you seem to think it is fair for you to beat up on Warrior/Druid teams, then your posts here simply indicate that you dislike having a team that can do the same to you. There is no such thing as the "perfect team" that can destroy everything in its path. I have to echo the sentiments of the other posters here, it sounds like you wanted us to agree with you that Hunter CC is amazing or that combination is somehow overpowered. Every team has a counter composition, and yours happens to be Hunter/Druid.
We ran into them again a few games later and they played smarter; burst on me with CC on my druid. I had difficulty summoning the concentration for another long game.
Right now, though, my main problem is rogue/mage. I attempt to LoS the mage, but eventually the rogue snares/locks me down enough that the mage opens up with a shatter nuke combo and I take unrecoverable amounts of damage. The old AR/prep rogues were easier to kite than Shadowstep rogues. Is it worth having the druid expose himself to pre-stack hots? Or should I bumrush the mage to force them on the defensive?