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Old 08/08/08, 3:30 PM   #1151
 s4dfish
Handbrake only!
 
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Skyl
Goblin Shaman
 
No WoW Account
Originally Posted by Steelfleece View Post
I think you're missing the point. I don't think we should concern ourselves with Disengage being useful in instances, 25-man or otherwise; because as a melee ability, if you're using it you're probably doing something wrong. But an ability that lets us leap back while lowering our threat level at the same time could be very useful in solo PvE grinding/questing (aka when you pull aggro off your pet) and PvP situations. That'd be a step up from where Disengage currently is, and it would definitely see more use.
Jumping back far enough to be in the 130% threat threshold rather than the melee 110% would be pretty neat.

Inadvertently a cold-blooded water-breathing vertebrate with a mood disorder.
Originally Posted by zeidrich View Post
Whenever I dislike my job, I think of you.

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Old 08/08/08, 3:38 PM   #1152
Trogdor
Von Kaiser
 
Tauren Hunter
 
Cenarius
Originally Posted by Steelfleece View Post
I think you're missing the point. I don't think we should concern ourselves with Disengage being useful in instances, 25-man or otherwise; because as a melee ability, if you're using it you're probably doing something wrong. But an ability that lets us leap back while lowering our threat level at the same time could be very useful in solo PvE grinding/questing (aka when you pull aggro off your pet) and PvP situations. That'd be a step up from where Disengage currently is, and it would definitely see more use.

I use (with more futility than not.. but I get the chance to press it once every.. 2 weeks, on a trash mob maybe?) disengage in raid situations that I do for questing/soloing. I already know that I'm going to pull aggro from my pet, which is why there are abilities like scatter, concussive, frost/snake trap, feign death, wyvern sting, and maybe even wingclip. If I pull aggro from my pet, I'm going to be serious about it because I want to kill the mob, not milk it for it's life. Even then, if I pull aggro and the mob gets close and I don't really have the room (due to other mobs around I don't feel like harassing with just yet), I'll just drop an immo trap, AotM and wail on it until it dies; it's usually under 50% before it would reach my melee range anyway.

We already have a slew of options to deal with PvE situations, and with the tenacity tree for pets it should be less of an issue. Adding a knockback effect on disengage is putting lipstick on a pig. And in a solo/grinding situation, I certainly wouldn't want to "leap back" and accidentally aggro more mobs. And in a PvP situation, how are you going to feel if you "leap back" and happen to land in melee range of some other warrior/rogue/druid? All class abilities that involve some voluntary movement are done in active directions. Blink to/fro. Shadowstep to. Charge/intercept to. The only way to control the direction of how you "leap back" is from your orientation.. and then how far is it supposed to be? 5 yards? 8 yards? You're still pretty much in melee range. So then 15 yards? 20 yards? Is this supposed to help in arenas, or a BG where you probably just tossed yourself out of range to attack or get heals? If it's going to be that far of a movement, disengage might as well be renamed to "Lemur Leap".

I'm not trying to shoot down brainstorming, because it's still beta and there is time to have ideas implemented to change how our class works. But thinking up ideas with respect to what Blizzard would consider accepting into the game are going to have better chances of success.

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Old 08/08/08, 3:46 PM   #1153
Aerynlore
Piston Honda
 
Blood Elf Paladin
 
Eitrigg
Originally Posted by Trogdor View Post
*snip*
2) Counterattack should be a 4-6 second disarm with 20% attack speed reduction, proccing from parries
I doubt that Blizzard will change Counterattack to be anything but a root or possibly a stun. Look at how it reflects the other two trees:
Counterattack - 21 pt Survival - Immobilizes for 5 seconds
Scatter Shot - 21 pt Marksmanship - Disorients for 4 seconds
Intimidate - 21 pt Beast Mastery - Stuns for 3 seconds
Each tree, having a 21pt 'stay put' ability, would lose something if they started futsing with the effect of Counterattack, because then they'd have to look at SS and then Int... and oh gawd the pain. I think it's a nice balance, and I'd like for them to keep what is possibly the only balance we have across all three trees.

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Old 08/08/08, 3:56 PM   #1154
Steelfleece
Soda Popinski
 
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Goblin Hunter
 
Mal'Ganis
Originally Posted by Trogdor View Post
I use (with more futility than not.. but I get the chance to press it once every.. 2 weeks, on a trash mob maybe?) disengage in raid situations that I do for questing/soloing. I already know that I'm going to pull aggro from my pet, which is why there are abilities like scatter, concussive, frost/snake trap, feign death, wyvern sting, and maybe even wingclip. If I pull aggro from my pet, I'm going to be serious about it because I want to kill the mob, not milk it for it's life. Even then, if I pull aggro and the mob gets close and I don't really have the room (due to other mobs around I don't feel like harassing with just yet), I'll just drop an immo trap, AotM and wail on it until it dies; it's usually under 50% before it would reach my melee range anyway.

We already have a slew of options to deal with PvE situations, and with the tenacity tree for pets it should be less of an issue. Adding a knockback effect on disengage is putting lipstick on a pig. And in a solo/grinding situation, I certainly wouldn't want to "leap back" and accidentally aggro more mobs. And in a PvP situation, how are you going to feel if you "leap back" and happen to land in melee range of some other warrior/rogue/druid? All class abilities that involve some voluntary movement are done in active directions. Blink to/fro. Shadowstep to. Charge/intercept to. The only way to control the direction of how you "leap back" is from your orientation.. and then how far is it supposed to be? 5 yards? 8 yards? You're still pretty much in melee range. So then 15 yards? 20 yards? Is this supposed to help in arenas, or a BG where you probably just tossed yourself out of range to attack or get heals? If it's going to be that far of a movement, disengage might as well be renamed to "Lemur Leap".

I'm not trying to shoot down brainstorming, because it's still beta and there is time to have ideas implemented to change how our class works. But thinking up ideas with respect to what Blizzard would consider accepting into the game are going to have better chances of success.
I'd take being more careful about my positioning in PvE grinding over having to rely on those other methods to deal with pulling aggro off my pet (Scattershot usually just leaves the mob beating me again a few seconds later, and not all of us have those high-damage 2-handers to dish out beatings in melee, nor do we want to engage in melee). Frankly, if you send yourself careening into melee range of someone else in a PvP situation, that's probably going to be such a rare occurance that it's not worth considering. We DO have other options, after all, but there seems to be a lot of saying that our preferred method of melee combat is to "get out of melee combat," so this is a useful option for those of us who think that way. If you would prefer to use your hefty 2-hander against melee combatants, well, go for it, you don't have to use it.

If Death Knights can yank targets within ~25 yards to them, I don't see a problem or why it's so unreasonable for Blizzard to do something like this for Hunters (though our leap should probably be about 10-15 yards).

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Old 08/08/08, 4:21 PM   #1155
Trogdor
Von Kaiser
 
Tauren Hunter
 
Cenarius
Originally Posted by Aerynlore View Post
I doubt that Blizzard will change Counterattack to be anything but a root or possibly a stun. Look at how it reflects the other two trees:
Counterattack - 21 pt Survival - Immobilizes for 5 seconds
Scatter Shot - 21 pt Marksmanship - Disorients for 4 seconds
Intimidate - 21 pt Beast Mastery - Stuns for 3 seconds
Each tree, having a 21pt 'stay put' ability, would lose something if they started futsing with the effect of Counterattack, because then they'd have to look at SS and then Int... and oh gawd the pain. I think it's a nice balance, and I'd like for them to keep what is possibly the only balance we have across all three trees.

It's true, but counterattack fails because they can still attack back. Scatter and Intimidate render them useless for those few seconds, but [in the past when I had] counterattack still lets that hamstring or cripple get refreshed along with another melee hit or two. A DK with 3/3 Chillblains won't let you get very far during a 5s root, and talented Death Grip is 25s before they can grab you again (which is different yet still kind of the same as an intercept/charge). Counterattack doesn't prevent me from taking damage. If I happen to use it AND get away, then that rogue/warrior/DK is just some novice.

@Steelfleece: If you're a hunter and you don't have the polearm from Najentus, then you (generalizing) need to find a new guild. Felspine hits harder, yes, but Halberd of Desolation is nothing to scoff at. It's enough to zoom out and get an idea of what's in front of me.. but then I also have to pay attention to what's behind me if I want to "leap back" ? Don't we have enough things to monitor as it is? This whole "leaping back" thing doesn't work because it's dependent on the way you're facing, which is a horrible way to control movement direction.

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Old 08/08/08, 5:05 PM   #1156
Steelfleece
Soda Popinski
 
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Goblin Hunter
 
Mal'Ganis
Originally Posted by Trogdor View Post
@Steelfleece: If you're a hunter and you don't have the polearm from Najentus, then you (generalizing) need to find a new guild. Felspine hits harder, yes, but Halberd of Desolation is nothing to scoff at. It's enough to zoom out and get an idea of what's in front of me.. but then I also have to pay attention to what's behind me if I want to "leap back" ? Don't we have enough things to monitor as it is? This whole "leaping back" thing doesn't work because it's dependent on the way you're facing, which is a horrible way to control movement direction.
There's already knockback in the game, and tons of tons of game abilities are dependant on your facing. Blink is too. Sure, leaping back is new, but it's not as huge of a leap (no pun intended) as you make it out to be.

Frankly, I already have the instant reverse-camera look bound to a key I hit quite often for various reasons, and with tracking, our situational awareness should be pretty good. Add in the fact that "behind me" is usually "the direction I came from," I think I often have a pretty good idea of what's going on back there. Not to say it's perfect, but I would use this abiltiy very often.

Sure, back when I raided and my gear was good, I melee'd down a few rogues in my time. But I still think (and I believe many hunters would agree with me), that being able to quickly escape from melee is much preferred to trying to match blows with a melee class. Even if it's only enough to fire 1-2 more quick instant shots, that's still preferred to trying to Raptor Strike/Mongoose Bite them to death. Hell, it could be used in combination with those--hit them with a Raptor Strike, then while it's cooling down, leap back and fire one or two instant shots, and Raptor will be ready again when they close the gap.

Moreover, when it comes to soloing, as someone who plays on a PvP server, I want my health as close to maximum as possible at all times--and I would rather not Monkey+Raptor mobs for that reason. I'd rather dump the aggro back on my pet and move back to range to keep my health up and not have to constantly use bandages. The pet is there to serve as a tank, but even with the improvements to pet aggro generation, it's still not going to be perfect.

I believe that this idea is solid for the reason that (looking over the posts here and elsewhere) the vast majority of hunters seem to agree that the best way for a hunter to melee is to get the hell out of melee. And even if I don't mind swinging around a big polearm now and then, I would tend to agree with this sentiment. And I don't think the mechanical problems will be that big of a concern.

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Old 08/08/08, 5:29 PM   #1157
Disargeria
Piston Honda
 
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Human Death Knight
 
Boulderfist
We've finally got some insight as to what happened to Camouflage:

WoW Forums -> What happened to Camo?

Used to be the 51-pt Survival, but we felt it was too PvP oriented, and we're really trying to flesh the tree out to be more than traps and melee (we are not done, as you can tell).

That said... Camouflage may just come back as a base ability... *maybe* =] (Though a bit different from the against-the-rules data mining version you saw)
Of course it was PvP oriented, it's something that hunters have been asking for to help with PvP! I really liked the stealth idea, I hope that doesn't change.

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Old 08/08/08, 6:02 PM   #1158
Trident
Glass Joe
 
Night Elf Hunter
 
Stormreaver (EU)
Originally Posted by Disargeria View Post
We've finally got some insight as to what happened to Camouflage:

WoW Forums -> What happened to Camo?



Of course it was PvP oriented, it's something that hunters have been asking for to help with PvP! I really liked the stealth idea, I hope that doesn't change.
Does nobody else think that Koraa (the class developer quoted) made a huge mistake saying that it "may" come back? If it doesn't come back now there will be a massive shitstorm of whine, probably more than when Kalgan posted the arena representation numbers (for the uninformed, I believe the forums were spammed with 43% 50% 43% - or whatever they were - non-stop for several hours).

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Old 08/08/08, 6:52 PM   #1159
orinaccio
Von Kaiser
 
Night Elf Hunter
 
Proudmoore
Originally Posted by Disargeria View Post
The hunter beta forums agree:

WoW Forums -> Hunters need less skills, not more

I can't imagine trying to fit everything into the standard UI. (Oh, and don't forget things like potions, healthstones, mounts and food!) They should be consolidating more abilities, not splitting up their usefulness like the Arcane/Tranq shot change. They should definitely merge melee abilities together, but if they're going to make our melee viable, we'll be asking for MORE melee abilities, just like you suggested in your first paragraph. It's like... the more buffs they give us, the more it weighs us down.
That was one of my first objections to Chimera Shot. Its adding yet more key-pushing, GCDs, and ability micromanagement (waiting for the right tick) to an already bloated and key-bound laden class. My macro UI is full up as it is, and I was hoping for more streamlining. More passive buffs, less reactive stuff.

Another example is the steady shot bonus damage on dazed targets. Who the heck can time their concussive shots AND fire off a steady in time during a normal combat situation - For so much micro-management and so little damage benefit, its such a waste of a bonus damage component. Now that steady shot's cast time is increased, im left wondering why that is even there. Sorry that one is a little peeve of mine, that and the lack of interrupt on silencing shots.

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Old 08/08/08, 7:51 PM   #1160
Disargeria
Piston Honda
 
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Human Death Knight
 
Boulderfist
Originally Posted by orinaccio View Post
That was one of my first objections to Chimera Shot. Its adding yet more key-pushing, GCDs, and ability micromanagement (waiting for the right tick) to an already bloated and key-bound laden class. My macro UI is full up as it is, and I was hoping for more streamlining. More passive buffs, less reactive stuff.

Another example is the steady shot bonus damage on dazed targets. Who the heck can time their concussive shots AND fire off a steady in time during a normal combat situation - For so much micro-management and so little damage benefit, its such a waste of a bonus damage component. Now that steady shot's cast time is increased, im left wondering why that is even there. Sorry that one is a little peeve of mine, that and the lack of interrupt on silencing shots.
That reminds me of a blue post a little while back from GC (On a side note, MMO-Champ's blue tracker is really useful! blue.mmo-champion.com):

WoW Forums -> [Feedback] Pet Talents
Active pet abilities in general represent some interesting design challenges. On the one hand, if the hunter just programs the pet and puts it on autopilot, then having unique abilities just sort of blends into a generic +dps for the pet. On the other hand, it would be sad if hunters never took the active abilities because the pet has trouble using the expensive ones and the hunter feels like he already has too many of his own abilities to hit.
Other than their comment on pet abilities, it doesn't look like there's been any work to reduce the "bloat" of the class. It feels like we get stuff handed to us that we don't really need/want, yet it's still enough for other people to complain about. "Huntards get handed everything" is echoed across the game, but a big mountain of useful tools is unusable when they're piled together in a mess.

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Old 08/08/08, 8:19 PM   #1161
Bayon
Glass Joe
 
Draenei Shaman
 
Proudmoore
Chimera just got buffed. It went from 30% of weapon damage to 150% of weapon damage. That's a huge buff for the talent.

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Old 08/08/08, 9:32 PM   #1162
Kaejin
Great Tiger
 
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Troll Death Knight
 
Mal'Ganis
I wonder what happened to the sting refresh idea Blizzard mentioned. I suppose this might just be one more shot at making the current version something players want.

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Old 08/08/08, 9:46 PM   #1163
Grogzor
Huntard Extraordinaire
 
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Orc Hunter
 
Draenor
They said themselves that they intend to make Chimera Shot into something the player would want to use instead of arcane shot. Depending on how much damage this will do in comparison to arcane shot to justify its longer cooldown along with how much they intend to buff Serpent Sting's scalability.

What hunters are going to have to figure out is how to best balance the 10 second cooldown of Chimera, the ticks of serpent sting (will it be worth it to lose 2 seconds of chimera shot to let that tick go through?) and the cast of steady shot (multishot maybe?).

Looks like theorycrafters might have some fun...

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Old 08/08/08, 10:18 PM   #1164
Velenorx
Glass Joe
 
Troll Hunter
 
Sen'jin (EU)
edit: too late, already been said

Last edited by Velenorx : 08/08/08 at 11:02 PM.

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Old 08/08/08, 11:10 PM   #1165
WarTotem
Von Kaiser
 
Tauren Shaman
 
Bronze Dragonflight (EU)
Originally Posted by Grogzor View Post
They said themselves that they intend to make Chimera Shot into something the player would want to use instead of arcane shot. Depending on how much damage this will do in comparison to arcane shot to justify its longer cooldown along with how much they intend to buff Serpent Sting's scalability.

What hunters are going to have to figure out is how to best balance the 10 second cooldown of Chimera, the ticks of serpent sting (will it be worth it to lose 2 seconds of chimera shot to let that tick go through?) and the cast of steady shot (multishot maybe?).

Looks like theorycrafters might have some fun...
Chimera Shot:
Normalized attack damage * 150%
(more on debuff part later)

Arcane Shot:
(492 damage + 15% AP) * armor piercing bonus(~20%) * arcane dmg bonus(~25% 25m-raid)

Steady Shot:
Normalized attack damage + 280 + 20% * AP.
(exclude Daze effect. Not that it scales anyway)

Considering Normalized attacks are:
weapon damage + 20% * AP.
You could change the formulas to:
CS: (WpnDmg + 20% AP) * 150%
AS: (492 + 15% AP) * 150%
SS: WpnDmg + 280 + 20% AP + 20% AP
or even better:
CS: 150% WpnDmg + 30% AP
AS: 738 + 22,5% AP
SS: WpnDmg + 280 + 40% AP


With a weapon such as the current BoJ xbow, the WpnDmg is 260. This means that you need 1131 AP for Steady to out-perform Arcane Shot, which you can get from a maxed stacked R5 HM already.

As for Chimeara Shot goes, although it scales less, it does buff your stings. In a 10.5s cycle (7 GCDs) you instantly consume Serpent Sting right after it's 3rd tick, for damage worth 2 ticks. In other words, you do the same damage as you always did, but shortened the time it takes for Serpent Sting to do it's damage. Unfortunately, even with Imp Stings Serpent simply does not scale enough compared to Steady to warrant Serpent/Chimera rotations.
The only use would be mana efficiency using it every 15 seconds in combination with Viper Sting. If Chimera does 30 of the total Viper Sting drain, it would actually be a net gain of 318 mana to use Viper/Chimera, counting Efficiency and worst-possible rounding. If you look at the damage, you would see that if the mana burn actually does 50% of mana drain as damage, you get ~600 extra damage, which makes the base damage of the combo similar to ~1290 physical damage. In the same time however, you could have shot 2 Steady Shots doing 1080 base damage. The loss of ~210 damage is easily outweighted by the 80% of AP you get on 2 Steady Shots. It requires 420 AP to completely make Viper/CS combo useless. At level 70, it is impossible to go below this number, even while completely naked, as long as Hunter's Mark is on the target (as it should).

I sincerely doubt Scorpid/Chimera will work in raids, as it's reduction is worth 120% of a hit from a boss, minus tank avoidance. But even with a boss hitting an average of ~6k and a tank with 60% avoidance it means up to 288 less DPS taken by the tank. This is similar to an improved Demo Shout, which I don't see happening soon. It could also be 'abused' on certain fights such as Naj'entus.

Conclusion:
The only real use is in PvP because it is an instant rather then Steady Shot's cast time. Or for mana efficiency on bosses with a mana bar.



PS: I didn't even consider Imp. Steady Shot bonuses, making CS far worse for PvE DPS.

Edit: fixed mana drain vs burn wording

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Old 08/08/08, 11:21 PM   #1166
Grogzor
Huntard Extraordinaire
 
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Orc Hunter
 
Draenor
They also said they will be ramping up serpent sting to make it worth it, but what about if you wait to use chimera shot after the 4th tick instead of after the 3rd? Would the damage gain be worth it from those extra ticks to make up for the fact you will have 1ish less chimera shot every minute?

This is the kind of math that should be done before the expansion comes out to help blizzard reach their goal of making Chimera Shot useful.

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Old 08/08/08, 11:44 PM   #1167
Terp
Piston Honda
 
Troll Hunter
 
Crushridge
Originally Posted by orinaccio View Post
That was one of my first objections to Chimera Shot. Its adding yet more key-pushing, GCDs, and ability micromanagement (waiting for the right tick) to an already bloated and key-bound laden class. My macro UI is full up as it is, and I was hoping for more streamlining. More passive buffs, less reactive stuff.
Chimera really does seem like it'd be best off as just a passive boost to stings. Make it give whatever rebalanced effect for Serpent and Viper whenever those expire or are removed, and have it give the Scorpid effect on cast. Scorpid would need a small cooldown to not make the effect ridiculous, but who cares. It'd certainly be easier for Blizzard to balance around than the current timing mess.

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Old 08/08/08, 11:46 PM   #1168
Grogzor
Huntard Extraordinaire
 
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Orc Hunter
 
Draenor
Kill Command has changed: Instant Cast with a 2 Minute Cooldown still 75 mana. "Gives the Command to Kill, increasing the damage done by your pet's special attacks by 60%. Each special attack done by the pet reduces the damage done by 20%." Found by a guy on the beta forums.

WoW Forums -> Undocumented 8770 Hunter Changes:

Wow...does anyone else think that sucks?

edit: actual spell Kill Command - Thottbot: World of Warcraft

Last edited by Grogzor : 08/08/08 at 11:53 PM.

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Old 08/08/08, 11:52 PM   #1169
Playered
Soda Popinski
 
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Tauren Druid
 
Twisting Nether (EU)
A change was needed to the mechanic but that is just... I wonder what they will add to compensate from the loss of DPS from it.

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Old 08/09/08, 12:06 AM   #1170
Kaejin
Great Tiger
 
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Troll Death Knight
 
Mal'Ganis
So every two minutes you get three special attacks from your pet boosted to 60, 40, and 20% consecutively?

Gee wiz, Blizzard, thanks.

That's extremely underwhelming considering what Koraa said about it.

- "Finishing" move: Hunter's do have a powerful front-load combo (Aimed -> Multi -> Arcane etc.) , but the problem they have is finishing the player off. If the player is still alive after your front load damage, you're left standing there praying for autoshot crits. This should be addressed with the introduction of "Kill Shot." Also with the revamped "Kill Command" coming in a future patch.
I was expecting it to end up becoming something less viable for DPS than it currently is, but seriously.

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Old 08/09/08, 1:38 AM   #1171
Tyne2
Glass Joe
 
Night Elf Hunter
 
Khaz Modan
Maybe the new Kill Command is supposed to be passive with no cooldown? I'm probably just being optimistic, but I just can't picture anyone at Blizzard seriously thinking that an extra 1.2 claws every 2 minutes is somehow useful.

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Old 08/09/08, 1:49 AM   #1172
Grogzor
Huntard Extraordinaire
 
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Orc Hunter
 
Draenor
It would have to give about 60 bites worth of damage at 60% to get equal to what you lose with the current Kill Command. At least we really don't have to rely on Kill Command to keep FI up though now with Cobra Strikes. C'est la vie.

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Old 08/09/08, 3:20 AM   #1173
Furo
Von Kaiser
 
Blood Elf Death Knight
 
Illidan
I too would like to see disengage made more useful. Something like:

Disengage
100 mana
Attempt to disengage from the target, increases movement speed by 70% for 3 seconds and grants immunity to all movement impairing effects for 3 seconds.
30 second cooldown

I applaud all the work that's gone into the hunter changes but I don't see us fairing any better against melee.

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Old 08/09/08, 3:23 AM   #1174
MetallicaRulez0
Piston Honda
 
Night Elf Hunter
 
Stormrage
The new Kill Command appears to only have been implemented on Rank 1. My Rank 2 is working exactly the same as before. I'm guessing this is a bug, or they didn't implement it correctly.

My guess as to the current intended effect is the old KC plus the new KC, and that cooldown HAS to be a typo.

While I'm here, let me just say the new Worm pet is incredibly awesome.

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Old 08/09/08, 6:51 AM   #1175
Bullshot
Don Flamenco
 
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Night Elf Hunter
 
The Maelstrom (EU)
Originally Posted by MetallicaRulez0 View Post
While I'm here, let me just say the new Worm pet is incredibly awesome.
Did I miss something? I don't recall a worm pet being mentioned before, apart from calls from hunters on wanting Borelgore as an exotic pet. Along the same lines, has Blizzard implemented more tameable chimeras in this build?

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