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Old 11/01/11, 4:35 AM   #16
Nooska
King Hippo
 
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Blood Elf Hunter
 
Argent Dawn (EU)
Originally Posted by Bovii View Post
A lot of people are operating under the assumption that, because of the wording, Transmorph Trap will allow them to CC a mob through the trap and then, before it ends, Scare Beast into additional CC. Right now, we can't use Scare Beast on a Polyed target and can't use it on a target that has been hexxed. I'm highly sceptical that Blizz would change the rules and allow us to do so.
Neither hex nor polymorph changes the creature type ("turns the target into a frog/sheep" respectively), while the wording on the trap specifically says beast, a creature type, and not a specific beast. Granted that could be either a placeholder or a random beast, but the wording differs significantly from polymorph and hex at this time.

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Old 11/01/11, 9:38 AM   #17
Mericet
Von Kaiser
 
Draenei Hunter
 
Kargath
Frostheim mentioned in a blog post that at blizzcon he asked Ghostcrawler if they had accounted for a hunter being able to do something like ice trap one target, wyvern sting another, transmorph trap another, scatter shot a 4th, then hit readiness and do it again, and that's without trying the scare beast. Ghostcrawler reportedly responded that could be a problem. Of course you'd have to give up a lot of stuff to get all those abilities, but it does seem like the kind of situation blizzard does not want to let pan out.

It feels like transmorph trap is one of those mechanics they think will be interesting and they want to make happen in some way, but I wouldn't expect to get EVEN MORE crowd control out of it from scare beast, assuming it ever makes it live as another separate form of CC to begin with.

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Old 11/01/11, 1:42 PM   #18
RBH
Glass Joe
 
Goblin Hunter
 
Mal'Ganis
On the first tier of talents, it seems to me that VTA will be mandatory for any fights requiring any AoE, as the way it is worded, should proc from all attacks. (Possibly Serpent Spread 2.0, or more likely Deadly Poison being pushed off from Rogues to Hunters.)

Also, on CT,HC: Many bosses have an AoE pulse, and *should* trigger the Deterrence portion of this talent. I am not completely certain on the current incarnation of this talent's function in this regard, and will try to find some time to test this out on Twin Valkyrs.

Originally Posted by Bovii View Post
A lot of people are operating under the assumption that, because of the wording, Transmorph Trap will allow them to CC a mob through the trap and then, before it ends, Scare Beast into additional CC. Right now, we can't use Scare Beast on a Polyed target and can't use it on a target that has been hexxed. I'm highly sceptical that Blizz would change the rules and allow us to do so.

As Namurus said, I'm very disappointed in the last tier. More trap mechanics when, for the past 7 years, traps have been highly unreliable. Furthermore, it feels like tehy're adding more non-Hunterish flavor to our traps (personal opinion here). I'd be happy with a full revamp of our traps, first and foremost, before they go adding anything additional.
I agree with this entirely.

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Old 11/01/11, 2:26 PM   #19
CedricDur
Glass Joe
 
Draenei Hunter
 
Argent Dawn (EU)
Both Tier 1 talents insist it is auto-shots which are affected. Though the wording is not clear it seems to make sense that VTA would be the same.

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Old 11/01/11, 4:06 PM   #20
Bovii
Piston Honda
 
Tauren Hunter
 
Maelstrom
Originally Posted by Nooska View Post
Neither hex nor polymorph changes the creature type ("turns the target into a frog/sheep" respectively), while the wording on the trap specifically says beast, a creature type, and not a specific beast. Granted that could be either a placeholder or a random beast, but the wording differs significantly from polymorph and hex at this time.
This is very true, Nooska. But you're operating under the assumping that it would work that way. Right now, we've got a 50/50 chance of either of us being right. I just can't see them allowing that to happen, though. Opens up a major can of worms from the stand point of balance amongst the classes (you'll hear people screaming all over the place) and just from the fact that you'd be able to CC a single target almost indefinitely. We don't need more ways to CC, we need better and more pheasable ways to do so.

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Old 11/02/11, 6:27 AM   #21
Nooska
King Hippo
 
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Blood Elf Hunter
 
Argent Dawn (EU)
Originally Posted by Bovii View Post
This is very true, Nooska. But you're operating under the assumping that it would work that way. Right now, we've got a 50/50 chance of either of us being right. I just can't see them allowing that to happen, though. Opens up a major can of worms from the stand point of balance amongst the classes (you'll hear people screaming all over the place) and just from the fact that you'd be able to CC a single target almost indefinitely. We don't need more ways to CC, we need better and more pheasable ways to do so.
I couldn't agree more with the last sentiment. I think, in the "real world" there is a greater than even chance that you will be right, simply because the way it is written now (in my reading and explanation) is simply too powerful a tool - even for a level 90 talent - though I most definately will be trying it out if the wording goes unchanged as soon as I get in the beta.

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Old 11/08/11, 10:21 AM   #22
Namarus
Don Flamenco
 
Orc Hunter
 
Demon Soul
Originally Posted by CedricDur View Post
Both Tier 1 talents insist it is auto-shots which are affected. Though the wording is not clear it seems to make sense that VTA would be the same.
I could argue the other very easily, since they do not state that it affect just auto shot if affects all shots. Uselessly speculative.

On another topic, what are people's thoughts on the potential ilevel squishing that may or may not happen?

Personally I think it may affect extreme soloing, but on the other hand it may make leveling easier along with gearing up less of a pain. If stats are going to be reduced would this make using leather pieces attractive once again? Will this make BM an attractive spec to play since it is less gear dependent?

A lot of questions, I hope they post more on the topic.

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Old 11/10/11, 2:54 AM   #23
Lilbitters
Piston Honda
 
Troll Hunter
 
Thrall
With the confirmation of being able to Scare Beast out of a Transmorph Trap, it seems like hunters are going to be expected to maintain a rather ludicrous crowd control chain on a target (likely the healer to prevent dispels). Sure, it would be fun to grief a random person out in the middle of nowhere, but in an arena situation, we still would run into the issue of Scatter Shot pathing being unreliable at times, or another target eating the trap, as we still can't "target and apply" our traps.

Even with diminishing returns, a cleaver hunter could infinitely CC a target without any outside interaction.

PVP duration : Ability Name
04: Scatter Shot
08: Freezing Trap
08: Transmorph Trap (4 sec with Disorient DR)
10: Scare Beast
03: Intimidation
02: Pet ability Stun (1 sec with Controlled Stun DR)
---------------------------
30: total duration with DR, start chain again with Scatter Shot

While you would have to dismiss and switch pets once per cycle due to the 60 second CD on Bat's Sonic Blast, 45 second CD on a Wasp's Sting, or 45 second CD and BM requirement of a Shale Spider's Web Wrap (which also would last 1.5 seconds under DR), it's still pretty crazy, especially if you add in a real stun like Hammer of Justice or a Cyclone in place of the pet stuns, you will end up around 32 seconds and don't have that issue.

And yes, you do need some overlap to actually get everything to work. As neat as infinite CC sounds, I really hope we aren't balanced in PVP around the expectation that our CC will always land either. Mind you, I'm not really a PVPer currently, but am hoping to get more into it in 5.0 to try out the changes with no minimum attack range and the new MoP talents.

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Old 11/10/11, 6:57 AM   #24
Namarus
Don Flamenco
 
Orc Hunter
 
Demon Soul
Originally Posted by Lilbitters View Post
With the confirmation of being able to Scare Beast out of a Transmorph Trap, it seems like hunters are going to be expected to maintain a rather ludicrous crowd control chain on a target (likely the healer to prevent dispels). Sure, it would be fun to grief a random person out in the middle of nowhere, but in an arena situation, we still would run into the issue of Scatter Shot pathing being unreliable at times, or another target eating the trap, as we still can't "target and apply" our traps.

Even with diminishing returns, a cleaver hunter could infinitely CC a target without any outside interaction.

PVP duration : Ability Name
04: Scatter Shot
08: Freezing Trap
08: Transmorph Trap (4 sec with Disorient DR)
10: Scare Beast
03: Intimidation
02: Pet ability Stun (1 sec with Controlled Stun DR)
---------------------------
30: total duration with DR, start chain again with Scatter Shot

While you would have to dismiss and switch pets once per cycle due to the 60 second CD on Bat's Sonic Blast, 45 second CD on a Wasp's Sting, or 45 second CD and BM requirement of a Shale Spider's Web Wrap (which also would last 1.5 seconds under DR), it's still pretty crazy, especially if you add in a real stun like Hammer of Justice or a Cyclone in place of the pet stuns, you will end up around 32 seconds and don't have that issue.

And yes, you do need some overlap to actually get everything to work. As neat as infinite CC sounds, I really hope we aren't balanced in PVP around the expectation that our CC will always land either. Mind you, I'm not really a PVPer currently, but am hoping to get more into it in 5.0 to try out the changes with no minimum attack range and the new MoP talents.
TBH this sounds pretty dubious, making the assumption that you have no pressure from the person's team mate. Although I personally would go with Wyvern Sting rather than the pet intimidation.

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Old 11/10/11, 7:47 AM   #25
Kaitain
Von Kaiser
 
Kaitain
Night Elf Hunter
 
Non-US/EU Server (EU)
Whilst the ability to use back to back traps and also use Scare Beast on any player has the potential to be very powerful, it would be quite easy to disrupt as Namarus says. Skilled players can often intercept the first trap after a scatter shot, but almost anyone could interrupt the second trap, or even send a pet to stand on the trapped healer. Furthermore the Scare Beast cast would be so predictable that it would provide a clear opportunity to break the chain. The beast can move also (although slowed) so LoSing the fear is another option.

I'd expect them to address the problem by making Transmorph Trap share a cooldown with Freezing Trap (or all traps), rather than compensating with damage changes.

Interestingly it doesn't mention damage breaking the effect so using Transmorph Trap into Silencing shot might be a nice way to kill healers/casters.

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Old 11/10/11, 8:14 AM   #26
TrevvyTrev
Don Flamenco
 
Night Elf Hunter
 
Gilneas
Originally Posted by Kaitain View Post
I'd expect them to address the problem by making Transmorph Trap share a cooldown with Freezing Trap (or all traps), rather than compensating with damage changes.
I think that's unlikely. During the class balance Q&A they said that the point of Transmorph Trap was to have a CC that wasn't on the same CD as Freezing Trap, which is why they made it a nature school trap.

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Old 11/23/11, 9:50 AM   #27
Mericet
Von Kaiser
 
Draenei Hunter
 
Kargath
With the official talent calculator out we can see what abilities are now granted as spec passives as you level up. Also worth noting is as of yet kill command isn't listed as a spec ability for BM but that's probably an oversight. It's easy enough to see which talents are sticking around; I'm more interested in which ones are getting cut. Here's a quick list of talents I've noticed are missing from the spec list:

Marksmanship:
- Efficiency (and baseline focus cost for chimera/arcane shot is listed as 50/25, so it hasn't just been integrated)
- Go for the throat and sic 'em
- Improved steady shot (very surprised here, this was a defining feature of MM)
- Piercing shots
- Rapid killing and rapid recuperation
- Post haste (the talent does not include the rapid fire cooldown reduction, so it seems MM will have a 5 minute rapid fire)
- Termination
- Resistance is Futile

Beast Mastery:
- One with nature
- Improved kill command
- Bestial discipline
- Pathfinding
- Improved mend pet
- Longevity
- Killing streak
- Ferocious inspiration (this seems like a mistake, or maybe it's granted for choosing the spec at level 10 but isn't listed?)

Survival:
- Imp serpent sting
- Hunter vs. Wild
- Pathing
- Survival tactics
- Point of no escape
- Counterattack
- Mirrored Blades
- Resourcefulness
- Toxicology
- Noxious Stings
- Sniper Training


As far as I can tell, the only thing we gained is focused aim for all specs (pushback reduction on steady/cobra shot), and otherwise nothing is particularly different about any of the things we did keep. I'm fairly sure this extremely far from finalized, since basically every spec lost a number of major, even spec-defining features such as improved steady shot, improved serpent sting, and ferocious inspiration, in addition to the obvious things that just reduced cooldowns or lowered focus costs.

Maybe some of those things are candidates for new prime glyphs. I suppose it would be slightly more interesting to have a prime glyph that gave the improved steady shot effect than one that just increases steady shot's damage.

Last edited by Mericet : 11/23/11 at 10:29 AM.

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Old 11/23/11, 10:55 AM   #28
Lilbitters
Piston Honda
 
Troll Hunter
 
Thrall
Newly released Mist of Pandaria Talent Calculator which not only has the previously known talent selections, but also the base class and spec talents learned while leveling.

Obviously, it's not finished so take it with a grain of salt, but still I noticed a few things missing. For example, all hunter specializations no longer mention the passive buffs of Animal Handler, Artisan Quiver, or Into the Wild. Also, taking out Pathing will be a 3% Haste loss for all specs since right now everyone takes it. With the removal of Ferocious Inspiration, BM doesn't bring a raid buff other than the Exotic Ability buff from Exotic pets. Also, the loss of Longevity means longer CD on Bestial Wrath (probably balanced with possibility of Readiness). Markmanship no longer has Improved Steady Shot or Piercing Shots, both of which will drastically change the play style and potentially eliminate Aimed Shot hardcasting. Also lost the Rapid Killing/Recuperation synergy for AoE (probably balanced with possibility of Thrill of the Hunt, but still painful for leveling/solo questing). Survival no longer has the Sniper Training mechanic to manage. However, it lost Improved Serpent Sting, Noxious Stings, and Toxicology for AoE and Resourcefulness for trap and Black Arrow CD reduction.


Hunter Base Class:

-[Removed from Game]-
Dual Wield (Note: Possibly just an omission or oversight)
Raptor Strike
Parry
Wing Clip
Disengage (Note: Definitely an omission error since it is mentioned in talent choices)
Widow Venom
Aspect of the Wild

-[New Additions to Talent Choices]-
Frozen Arrows
Arcane Arrows
Venom Tipped Arrows
Evasiveness
Exhilaration
Aspect of the Iron Hawk
Flash Freeze
Black Ice
Transmorph Trap

-[New additions to Base Skill]-
Focused Aim



Beast Mastery Specialization:

-[Removed from Game]-
Animal Handler
Improved Kill Command
One With Nature
Bestial Discipline
Pathfinding
Improved Mend Pet
Longevity
Killing Streak
Ferocious Inspiration

-[Moved to Talent Choices]-
Intimidation
Spirit Bond (Note: Now doubled periodic healing effect, but no longer gives 10% increased healing received)
Fervor
Crouching Tiger, Hidden Chimera (Note: Same as having 2/2 currently)

-[Remains in Specialization]-
Frenzy (Note: Same as having 3/3 currently)
Cobra Strikes (Note: Same as having 3/3 currently)
Focus Fire
Bestial Wrath
Kindred Spirits (Note: Same as having 2/2 currently)
The Beast Within
Invigoration (Note: Same as having 2/2 currently)
Beast Mastery
Mastery: Master of Beasts



Marksmanship Specialization:

-[Removed from Game]-
Artisan Quiver
Go for the Throat
Efficiency
Rapid Killing
Sic 'Em!
Improved Steady Shot
Piercing Shots
Termination
Resistance is Futile
Rapid Recuperation

-[Moved to Talent Choices]-
Silencing Shot
Readiness
Posthaste (Note: Now increases movement speed by 60% instead of 30%, but no longer reduces cooldown of Rapid Fire)

-[Remains in Specialization]-
Aimed Shot
Careful Aim (Note: Same as having 2/2 currently)
Concussive Barrage (Note: Same as having 2/2 currently)
Bombardment (Note: Same as having 2/2 currently)
Trueshot Aura
Master Marksman (Note: Same as having 3/3 currently)
Marked for Death (Note: Same as having 2/2 currently)
Chimera Shot
Mastery: Wild Quiver



Survival Specialization:

-[Removed from Game]-
Into the Wilderness
Hunter vs. Wild
Pathing
Improved Serpent Sting
Survival Tactics
Point of No Escape
Counterattack
Resourcefulness
Mirrored Blades
Toxicology
Noxious Stings
Sniper Training

-[Moved to Talent Choices]-
Thrill of the Hunt (Note: Now works for any focus costing and restores 100% of focus instead of 40%)
Wyvern Sting

-[Remains in Specialization]-
Explosive Shot
Trap Mastery (Note: Same as having 3/3 currently)
Entrapment (Note: Same as having 2/2 currently)
Lock and Load (Note: Same as having 2/2 currently)
T.N.T. (Note: Same as having 2/2 currently)
Hunting Party (Note: No longer increases player's Agility)
Serpent Spread (Note: Same as having 2/2 currently)
Black Arrow
Mastery: Essence of the Viper

Edit: Mericet beat me to the punch =p

Last edited by Lilbitters : 11/24/11 at 2:53 PM.

Bitterst of <Void> on US-Mug'thol, <Ascent> on US-Thrall, and <Shadow Remains> on US-Earthen Ring
BittersUI (updated for MoP) - http://www.wowinterface.com/download...1920x1080.html

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Old 11/24/11, 6:09 AM   #29
Frchorknabe
Glass Joe
 
Troll Hunter
 
Khaz'goroth (EU)
Originally Posted by Lilbitters View Post
...
Hunter Base Class:

-[Removed from Game]-
Dual Wield (Note: Possibly just an omission or oversight)
Raptor Strike
Parry
...
Counterattack
Given that Blizzard stated that hunters would be restricted to wielding ranged weapons only (in exchange of getting rid of the dead zone), the removal of Dual Wield and other melee-related skills seems logical and not an omission. Also applies to Wing Clip which wasn't listed so far.

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Old 11/24/11, 6:16 AM   #30
Nooska
King Hippo
 
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Blood Elf Hunter
 
Argent Dawn (EU)
Originally Posted by Lilbitters View Post
Hunter Base Class:

-[Removed from Game]-
Dual Wield (Note: Possibly just an omission or oversight)
Raptor Strike
Parry
As for these, it is, by what we have been told, absolutely logical, and not an oversight or omission. Remember, when 5.x hits we will lose the ability to equip a melee weapon, thus dual wielding, raptor strike and parry go the way of the dodo, since they would require the use of a melee weapon.

As to the rest, what I'm mainly seeing ar positive removals - the more "Buffs you X by Y" that are in, the harder it is to balance the effects of X across all three specs. I am fairly certain that the straght damage, agility or AP boosts will stay out and the class will be balanced around them not being there, instead of balancing around 10 agility on an item in reality is 11.22 agility for SV (translating to 25.91 AP with raid buffs), and 10 agility for BM (translating to 28.88 AP with raid and spec buffs) and just straight 10 agility for MM (23.1 AP with raid buffs) who then get a boost to their auto-attacks. The AP variance from agility is, right now, 25% from MM to BM, which is a lot when all our abilities scale off AP somehow.

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