Changes to Debuffs, Buffs, and Raid Stacking - 08/28/08
In some of the biggest Beta news to date, Jimmythenumbers (a Blizzard blue) has posted the following. It's a lot to digest, for sure.
- As Ghostcrawler has been posting recently, we've decided to make a change in the way we allow buffs and debuffs to stack exclusively in a raid. For the most part, what this change means is that many buffs and debuffs which were previously allowed to stack together no longer can, and that many buffs and debuffs which only a single talent specialization could bring can now be brought by multiple different specializations. The philosophy behind this change shows up in many of the changes we have made in Wrath of The Lich King, such as when we made almost all buffs raid-wide. We want players to be able to form raids and parties based on who they want to play with, rather than who has the correct talents and abilities to min-max their raid performance. Raid composition will still matter to some extent, but without this change, it would have overwhelmed every other aspect of raid planning (as we added new capabilities to each of 30 different talent trees). You no longer need to rigidly control the melee/spellcaster balance of your raid, or make sure every group has all the critical buffing classes, etc. This change has many class balance implications. Before we are done, we will thoroughly test the performance of every class. Do not assume that the classes' current performance relative to others in the beta is final. Some classes (and specializations) will need to be reduced in power and some increased. Many will complain the change has more impact on class X than class Y. We will address all those concerns via our internal testing and community feedback.
Ok, given that preamble, here is a comprehensive list of the changes which were made. If testers find additional changes not documented, or additional changes that need to be made ("Hey, buff XYZ got left out of the plan!"), please post and we will investigate.
There are thirty or so different categories buffs and debuffs fit into, and I will list each category and which spells/talents are in that category.
Armor Debuff (Major): Acid Spit (exotic Hunter pet), Expose Armor, Sunder Armor
Armor Debuff (Minor): Faerie Fire, Sting (Hunter pet), Curse of Recklessness
Physical Vulnerability Debuff: Blood Frenzy, (2nd Talent Spec TBA)
Melee Haste Buff: Improved Icy Talons, Windfury Totem
Melee Critical Strike Chance Buff: Leader of the Pack, Rampage
Attack Power Buff (Flat Add): Battle Shout, Blessing of Might
Attack Power Buff (Multiplier): Abomination's Might, Trueshot Aura, Unleashed Rage
Ranged Attack Power Buff: Hunter's Mark (only Hunters benefit, so no need to exclude against other class abilities)
Bleed Damage Increase Debuff: Mangle, Trauma
Spell Haste Buff: Wrath of Air Totem
Spell Critical Strike Chance Buff: Moonkin Aura, Elemental Oath
Spell Critical Strike Chance Debuff: Improved Scorch, Winter's Chill
Increased Spell Damage Taken Debuff: Ebon Plaguebringer, Earth and Moon, Curse of the Elements
Increased Spell Power Buff: Focus Magic, Improved Divine Spirit, Flametongue Totem, Totem of Wrath, Demonic Pact
Increased Spell Hit Chance Taken Debuff: Improved Faerie Fire, Misery
Percentage Haste Increase (All Types): Improved Moonkin Aura, Swift Retribution
Percentage Damage Increase: Ferocious Inspiration, Sanctified Retribution
Critical Strike Chance Taken Debuff (All types): Heart of the Crusader, Totem of Wrath
Melee Attack Speed Slow Debuff: Icy Touch, Infected Wounds, Judgements of the Just, Thunderclap
Melee Hit Chance Reduction Debuff: Insect Swarm, Scorpid Sting
Healing Debuff: Wound Poison, Aimed Shot, Mortal Strike, Furious Attacks
Attack Power Debuff: Demoralizing Roar, Curse of Weakness, Demoralizing Shout
Stat Multiplier Buff: Blessing of Kings
Stat Add Buff: Mark of the Wild
Agility and Strength Buff: Strength of Earth Totem, Horn of Winter
Stamina Buff: Power Word: Fortitude
Health Buff: Commanding Shout, Blood Pact
Intellect Buff: Arcane Intellect, Fel Intelligence
Spirit Buff: Divine Spirit, Fel Intelligence
Damage Reduction Percentage Buff: Grace, Blessing of Sanctuary
Percentage Increase Healing Received Buff: Tree of Life, Improved Devotion Aura
Armor Increase Percentage Buff: Inspiration, Ancestral Healing
Cast Speed Slow: Curse of Tongues, Slow, Mind-numbing Poison.
In each category, you can only benefit from the most powerful spell granting that effect. For example, Fel Intelligence grants Spirit and Intellect, both weaker than Arcane Intellect and Divine Spirit. If a player has Fel Intelligence and receives a stronger Arcane Intellect buff, he will gain the intellect value from Arcane Intellect and the Spirit value from Fel Intelligence.
In most cases, fully-talented players will have exactly equal power on the strength of these buffs and debuffs. Fel Intelligence is an example of where one ability is weaker than others. The buffs in the "Increased Spell Power Buff" category are also not all the same potency, as they scale in grow in radically different ways. In virtually every other case, however, the buffs are equal. This means, for example, that fully-talented Battle Shout and Blessing of Might now grant the exact same amount of Attack Power.
In addition to this change, we also needed to address the "mana battery" roles in a raid. The mana regeneration effect they grant is no longer limited to their own party, and it no longer depends on the amount of damage they deal. Each time they trigger the mana regeneration effect, 10 people in their raid group will receive a buff which causes them to regenerate 0.5% of their maximum mana each second. This buff, Replenishment, will be given preferentially to raid members with the lowest mana, but will re-evaluate which raid members receive it each time it is fired. Replenishment is provided by Shadow Priests, Survival Hunters, and Retribution Paladins.
Finally, we have modified Heroism and Bloodlust to affect the entire raid. However, all affected raid members will be unable to cast or benefit from Bloodlust/Heroism for 5 minutes.
I will also list the changes to abilities which exhibit new behavior regardless of the exclusive categories. The changes usually mean the old behavior was removed and replaced by the new behavior. Numbers listed are for maximally-talented versions. Here is that changelist:
Improved Scorch: Increases spell critical strike chance against the target.
Winter's Chill: Also increases spell critical strike chance against the target.
Elemental Oath: Grants 5% spell crital strike to raid members.
Improved Moonkin Aura: Grants 3% haste of all types.
Earth and Moon: Increases spell damage taken from all schools by 13% on the target.
Misery: Causes spells cast at the target to have +3% spell hit.
Shadow Weaving: Buffs only self.
Improved Shadow Bolt: Buffs only self.
Expose Weakness: Buffs only self.
Shadow Embrace: Buffs only self.
Blood Pact: Grants health instead of Stamina.
Fel Intelligence: Has replacement ranks that grant flat values of Intellect and Spirit.
Frost Aura: Excludes properly against all other resistance buffs.
Grace: Reduces damage taken by target by 3%.
Rampage: Increases melee and ranged critical strike chance by 5% for the raid.
Improved Faerie Fire: No longer benefits melee and ranged hit chance, only spell hit.
Hunter's Mark: No longer increases attack power bonus from attacks against the target.
Improved Hunter's Mark: No longer grants melee attack power.
Sting (Hunter pet): Now acts as a minor armor debuff.
Waylay: Attack speed reduction changed to 20%.
Icy Touch: Only slows melee attack speed (not ranged or spell).
Tree of Life: No longer grants healing based on spirit, grants 3% increased healing received to raid.
Demonic Pact: Now buffs raid instead of debuffing monsters.
Focus Magic: Now buffs raid instead of debuffing monsters.
Totem of Wrath: Now grants a flat amount of spell damage, and all enemies in its radius have an increased chance of being struck by criticals.
Heroism: Cannot be recast while caster has Exhausted debuff, and those with Exhausted debuff cannot be affected by it.
Bloodlust: Cannot be recast while caster has Sated debuff, and those with Sated debuff cannot be affected by it.
Vampiric Touch: Grants Replenishment mana regeneration buff to up to 10 raid members on dealing damage.
Hunting Party: Grants Replenishment mana regeneration buff to up to 10 raid members on specified shots.
Judgements of the Wise: Grants Replenishment mana regeneration buff to up to 10 raid members on Judging.
The obvious big changes are to Trueshot Aura (no, I have no more information regarding it becoming a multiplier, if I was to hazard a guess I'd say 10%),
Hunting Party, Hunter's Mark and Improved Hunter's Mark, Scorpid Sting, Ferocious Inspiration, Acid Spit (pet), Sting (pet), Aimed Shot, Expose Weakness.
Hopefully we'll be provided with more in depth Hunter specific details soon.
And the Beta key goes to... - 08/24/08
Congratulations to Chunkchunk of Altar of Storms on wining TKA Something's Rare Beast Scavenger Hunt! Thanks to everyone who entered - I
had a great time looking at all of the screenshots and only wish I had more keys to give away!
Get up on this! - 08/21/08
Thank you MMO-Champion for tidying up all the hunter push changes for this newest Beta patch.
- * Animal Handler (Beast Mastery): No longer increases speed while mounted, but now reduces the cooldown of your Master's Call ability by 5/10 sec.
- * Aspect of the Beast: Now increases your melee attack power by 10% for the hunter and the hunter's pet.
- * Bestial Swiftness is now a pet talent tree talent, and has been removed from the Beast Mastery Hunter tree.
- * Disengage: This ability has been re-designed. Now leaps the Hunter backwards up to 13 yards. 30 second cooldown. Disengage now also only has one rank (rank 1).
- * Distracting Shot: This shot now "taunts" the target onto the Hunter. The taunt effect will last 6 seconds. Distracting Shot now only has one rank (rank 1).
- * Focused Fire (Beast Mastery): Now increases the critical strike chance of your Kill Command by 10/20/30% while Kill Command is active. This effect can stack up to 3 times, but diminishes for each charge of Kill Command.
- * Improved Stings (Marksmanship): Now a 3-point talent, down from 5-points.
- * Kill Command: This ability now increases the damage done by your pet's special abilities by 60%. Each attack will reduce the damage bonus by 20%. 1 minute cooldown.
- * New Talent - Aspect Mastery (Beast Mastery)
- * New Talent - Hunter vs. Wild (Survival): Increases you and your pet's attack power and ranged attack power equal to 10/20/30% of your total Stamina.
- * New Talent - Lock and Load (Survival): You have a 33/66/100% chance when you trap a target and a 10/20/30% chance when you sting a target to cause your next 3 Arcane Shot or Explosive Shot spells to trigger no cooldown, cost no mana and consume no ammo.
- * New Talent - T.N.T. (Survival): Your Immolation Trap, Explosive Trap and Explosive Shot have a 5/10/15% to stun targets for 2 sec when they deal damage, and increases the critical strike chance of your Explosive Shot and Explosive Trap by 5/10/15%.
- * Pathfinding (Beast Mastery): Now also increases the movement speed while mounted by 5/10%.
- * Readiness (Survival): Cooldown reduced to 3 minutes, down from 5 minutes.
- * Spirit Bond (Beast Mastery): Also increases healing done to you and your pet by 5/10%.
- * Steady Shot: Now has a 2.0 cast time, up from 1.5.
- * Surefooted (Survival) now reduces the duration of movement impairing effects by 16/25/50% (instead of resist % chance).
- * Survival Instincts (Survival): This has been moved to tier-2, up from tier 6.
- * Survivalist (Survival): Now increases your total Stamina, instead of your total Health.
- * The arming time has been reduced to 1 second, from 2 seconds for all traps.
- * Trap Mastery (Survival) is now an 11-point talent.
- * Trueshot Aura - This aura is now raid-wide.
And if that weren't enough, we also get to see some of our new glyphs:
- * Glyph of Aimed Shot - Decreases the cooldown of Aimed Shot by 1 sec.
- * Glyph of Arcane Shot - Your Arcane Shot refunds 20% of its mana cost if the target has one of your Stings active on it.
- * Glyph of Aspect of the Beast - Increases the attack power bonus of Aspect of the Beast for you and your pet by an additional 2%.
- * Glyph of Aspect of the Monkey - While Aspect of the Moneky is active, each time you dodge you gain 30% increased movement speed for 6 sec. This speed does not stack with other movement speed increasing effects.
- * Glyph of Aspect of the Viper - You regenerate mana from Aspect of the Viper as if you had 15% less mana in your current mana pool.
- * Glyph of Bestial Wrath - Decreases the cooldown of Bestial Wrath by 20 sec.
- * Glyph of Deterrence - Decreases the cooldown of Deterrence by 20 sec.
- * Glyph of Disenegage - Decreases the cooldown of Disengage by 5 sec.
- * Glyph of Freezing Trap - When your Freezing Trap breaks, the victim is afflicted with a 40% snare, recovering 10% per sec. for 4 sec.
- * Glyph of Frost Trap - Increases the radius of the effect from your Frost Trap by 1 to 0 yards.
- * Glyph of Hunter's Mark - Increases the attack power bonus of your Hunter's Mark by 20%.
- * Glyph of Immolation Trap - Decreases the duration of the effect from your Immolation Trap by -6000 sec., but damage while active is increased by 100%.
- * Glyph of Improved Aspect of the Hawk - Increases the effect of Improved Aspect of the Hawk by an additional 6.
- * Glyph of Multi-Shot - Decreases the cooldown of Multi-Shot by 1 sec.
- * Glyph of Rapid Fire - Increases the haste from Rapid Fire by an additional 8%.
- * Glyph of Serpent Sting - Increases the duration of your Serpent Sting by 3 sec.
- * Glyph of Snake Trap - Your Snake Trap creates 2 additional snakes.
- * Glyph of Steady Shot - Increases the damage dealt by Steady Shot by 10% when your target is afflicted with Serpent Sting.
- * Glyph of Trueshot Aura - Increases the attack power bonus of Trueshot Aura by an additional 2%.
- * Glyph of Volley - Decreases the mana cost of Volley by -20%.
- * Glyph of Wyvern Sting - Decreases the cooldown of your Wyvern Sting by 0 sec., but decreases the damage it deals by 1 to 0%.
And, a few updates from the beta boards themselves. Furious Howl, can it be upped from 20 yards?
- I'm not sure why Furious Howl had such a low range. My suspicion is it just hadn't been touched in a long time.
It's 40 now.
Have boars lost their "fun factor" now that they can no longer charge?
- We actually debated this issue quite a bit. In the end it came down to a call about whether it was more fitting to boars to keep Charge or whether it was more fitting for the boar to be a tanking pet. The tanking pets were all going to get Intervene instead of Charge, since it let them be more useful as an OT, and we didn't think it was worth the cost of making changes or exceptions to that design just to preserve boars Charging.
In the end, we decided that boars are feared because they are tough. They have leathery skin, a stubborn disposition and had a reputation for fighting on long after their wounds should have killed them. In short, they felt like a tank. We tried to keep the feeling of the old Charge with the bonus component to Gore.
It was very difficult to come up with a whole new system for pets without losing any aspect of the old system that might be important to players. We are genuinely sorry though if there is a change you don't like.
More about the Kill Command change:
- Kill Command was initially created as a reactive ability, something you hit when an event happened (a critical strike). The problem was that the event happened too often, and players just stuck it into a macro. Kill Command basically just became a flat damage increase. Players are right to assume their DPS has jumped because of shots not interrupting the auto-shot timer (it has, our tests show a ~140 DPS increase in some trials), so I think it's fair to say the class' sustained DPS will be okay.
Also, the level cap has been raised to 80 so expect more updates on my journey through Northrend post on the TKA Something board, and wasps are
also tameable now AND there are still a few days left to win a Beta Key in TKA Something's Rare Beast Scavenger Hunt!
Win a Wrath of the Lich King Beta key! - 08/16/08
Well, I'm a day late with this annoucement but I wanted to think of a fun way to give this key away. So, without further ado, I present
to you "The Rare Beast Scavenger Hunt". Make sure to visit the
message board for all the details!
Let's do the time warp again! - 08/15/08
Past or future, there's more hunter responses to be had from the Beta board.
Is it possible that aspects will a bar, like druids or death knights?
- Not a bad suggestion, I'll think about it. It does have issues with it though (You'd have to maintain a bunch of different hot bar setups).
What are some other things being worked on?
- Intimidation - We'd like to make this instant instead of relying on the pet's next attack.
Disengage - This is being changed in a future build. What it will do is cause the Hunter to jump back instantly 10-15ish yards to gain distance. 30 second cooldown.
What's the plan with traps?
- We definitely do want to make traps more usable. We've discussed a lot of different options over the years (including throwing your traps, having them turn into shots etc.) but in the end we feel we'd like to retain the unique gameplay of traps, and improve them without re-designing what traps really are.
Some changes we are working on:
- Distracting Shot will now be a "Mocking Blow"-esque taunt (so it will taunt the mob onto the Hunter for 6 sec). This will allow you to "peel" monsters to you (and thus to a trap) a lot easier than it is now.
- Freezing Trap will no longer break on damage 100% of the time. It will still break on damage, but on x amount. So if the mob has a DoT on them, or the mob gets cleaved while in Freezing Trap, it won't just immediately break. Because of this, we're canning Bear Trap (since Freezing Trap will accomplish what Bear Trap was intended for, plus you guys have enough keybinds as it is). Note that we don't intend Freezing Trap to be a stun, so the tuning on how much damage will break it will be important.
- Camouflage - We'll be introducing this new spell at level 80. It will give you limited stealth capabilities. A bonus with it is that you can lay your traps while Camouflaged and it won't break the stealth, allowing you to setup your traps before a pull if desired.
- Trap Mastery - This talent will be a 1-point talent now, we've condensed a lot of the trap talents in the Survival tree. It will do stuff like increase damage of Immolate, root the dispeller of your Freezing Trap in ice, increase the number of snakes from your snake trap, etc.
And remember the big hunter push that's coming in Beta? Well, play around with the new talent trees to your heart's content. Is Wrath of the Lich King shaping up to be the Year of the Survival Hunter?
New build. - 08/14/08
While I may not have a ticket to Blizzcon yet (I have hopes for the ticket lottery that was just announced, but maybe I should be playing
Powerball instead?) I can at least console myself with the latest Wrath build. Here's the comprehensive list of changes to date (some of these
were mentioned previously but are now "official").
- * All pet families now have one unique ability. New abilities have been added for families such as bears and sporebats.
- * Arcane Shot: No longer dispels magical effects.
- * Aspects now no longer cost mana.
- * Aspect of the Beast: Now increases your melee attack power by 10%.
- * Avoidance, Dash / Dive and Cobra Reflexes are now pet talents instead of pet skills.
- * Bite now has no cooldown, does the same damage and costs the same Focus as Claw, so works as a Focus dump.
- * Clever Traps (Survival) has been renamed "Trap Mastery."
- * Concussive Barrage (Marksmanship) - Can now proc from Volley attacks.
- * Counterattack: Damage increased by 20%, and now also scales with your attack power.
- * Deterrence (Survival) - Cooldown reduced to 3 minutes, and now also increases your chance to resist spells by 60%. Now has a new spell effect.
- * Every hunter pet can learn Growl, Cower and either Bite or Claw (never both).
- * Hunter pets can now learn talents in one of three trees depending on family. Pets gain talent points starting at level 20 and earn an extra talent point every 4 levels.
- * If a hunter tames a pet that is more than five levels beneath their own level, the pet will then have their level increased to five levels beneath the hunter's own level.
- * Improved Feign Death (Survival): Now also reduces damage taken during Feign Death by 15/30%.
- * Loyalty, Training Points and the hunter Beast Training button no longer exist. Hunter pets can now learn all skills at their level. They will get new ranks automatically as they gain levels.
- * Master Tactician (Survival) - Chance to proc increased to 10%, up from 6%.
- * Mongoose Bite: No longer requires you to dodge in order to use this ability.
- * Monster Slaying (Survival) and Humanoid Slaying (Survival) has been combined into "Improved Tracking".
- * New Talent - Improved Tracking (Survival) - Increases all damage done to targets that are being tracked 1/2/3/4/5%.
- * Savage Strikes: Now includes Counterattack.
- * Steady Shot now uses ammo. In result, its bonus damage has been slightly reduced. Players can notice a damage increase based upon what ammo they use.
- * Surefooted (Survival) now reduces the duration of movement impairing effects by 10/20/30% (instead of resist % chance).
- * Tranquilizing Shot: Cooldown reduced to 15 seconds (down from 20) and now dispels Enrage and Magic effects.
- * Trap Mastery (Survival) has been removed.
- * Wing Clip: No longer does damage.
- * Devilsaur Eye now increases your pet's attack power for a short duration instead of increasing its critical strike chance. It also provides a small amount (+5) of passive Agility.
Another interesting thing to note is that you will no longer be able to raise weapon or defense skill on the servants in the Blasted Lands, at least come Wrath.
In other news on the Beta board, there were some additional signifigant announcements from Koraa:
- We'll be making Master's Call and Deterrence both base.
I'll be interested to see what gets put in those spots although I think we're all mentally thinking, "If only it were Scatter Shot."
In regards to the lack of viability of stings in a shot rotation:
- Bumped up the coefficient for Serpent Sting. With the mana cost changes, I think it's come out lower than what it was before too. The other stings I think are fine.
As to the lack of mount speed scaling in Animal Handler, compared to other classes with similiar talents:
- This talent will be changed in an upcoming build, I do agree it's somewhat lackluster.
Why is Sniper training is where it is, why can't Marksmanship get a little love?
- Sniper Training is in Survival because Hawk Eye is in Survival. To be honest, you can make an argument for a lot of talents and spells to be in Marks instead of Survival. Survival needs to be about more than just traps and melee. An upcoming build will have a big Survival restructuring.
Some other stuff from your post....
- We'll change Silencing Shot to be a proper interrupt (PvE).
- Trueshot Aura will now be raid wide.
Wild Quiver, Rapid Recuperation are both changing in an upcoming build. Though, I like the design of those two talents and think they just need some tweaks.
And the biggest news of all, at least at the moment.
- Big hunter push on the way, will be in the build after next.
I bet all these announcements are making you think to yourself - I wish I had a beta key too! Well, never fear, my hunter friends. TKA Something will
be giving away a Beta key to one lucky person so you can test all these changes (and more!) yourself. Stay tuned for the annoucement about how to enter this coming Friday (08/15/08).
Add another ticket and attendee. - 08/11/08
While I wait for the Blizzard store to process my Blizzcon ticket purchase, let's get everyone caught up to date with the Beta news. Two
new Exotics added this most recent build - worms and silithids. That brings the total number of Exotics to four (devilsaur and chimera being
the others). The 51 point talent has also had its NYI tag removed and pets do gain the 5 extra talent points. Here are some of the blue responses
we've received in response to various comments/concerns/questions from both Koraa and Ghostwalker.
Regarding the mana cost of some of our higher ability ranks:
- We'd like to note that we are currently in the process of revamping the mana cost of new spells, abilities and the new ranks of spells and abilities in the expansion. We are aware players feel the mana cost of certain abilities is too high, and we agree. Though I can't really go into much detail yet as the actual specifics of what's changing is still being debated internally, be rest assured your voice on the issue has been heard and it is one of our top priorities right now.
What happened to the Camouflage ability we got a glimpse at via data mining?
- 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)
Chimeras doing crazy damage with their species ability? Say it ain't so!
- Because the chimera ability does two types of damage at once (like the new Mage spell), it seems to have some crazy scaling effect. This is the first pet ability with two types of damage, so it's likely that is the problem.
A possible revamp of the pet focus system?
- I like the idea of removing more pet abilities from Focus. It's kind of a weird energy source since it fills so quickly in most cases. Growl and Cower might be trickier, but perhaps they could just be really cheap. Making the Focus dump abilities (Bite etc.) relatively expensive could do unpredictable things to threat or dps, especially very early in a fight. It's worth considering though since then they would typically only get used if the other autocast stuff was on cooldown. Leting some specials be free would help balance utility specials with pure dps specials (which could still have a Focus cost).
Less pet aggro in the most recent build? Does Onyxia deep breath more?
- As you can see, the results are a little inconsistent. Before we just buff pet threat across the board, we need to make sure that there aren't more bugs resulting in spikey or unpredictable behavior.
Pets have had their innate resistances reduced. Previously, they had the max (120) available via training on live across the board. This has been
reduced to 1 resistance per level (so a LV80 pet will have 80 resist shadow/fire/frost/nature/arcane) baring any additional talent training. Why was this change made?
- The problem with spell resistance is a succesful resist grants immunity to both damage and effects such as CC.
We don't want pets to get to the point where they resist nearly all CC effects... though being that this is a board of hunters you will probably disagree. :)
But we don't want your pets to die to a single spell either, which is why we'd rather handle surviving spell damage (especially in PvP) through a percent damage reduction. That is something we are looking at now. There are also talents that can further reduce spell damage.
Because your pets benefit from your resistance, it should still be possible to get them to survive in magic-heavy PvE encounters.
Will pets ever gain a portion of the master's hit/resilience?
- If we do it for Warlocks, we'll do it for Hunters too (%hit).
Regarding Resilience on pets, we feel we'd rather give the classes tools to keep their pet alive rather than giving them passive defense (we want you to care about keeping them alive, not ignoring them because you know it's impossible to kill them). If you're talking about a group environment, you can heal your pet and your group can heal your pet. The drawback to players attacking your pet is that they are essentially crowd-controlling themselves. Currently we feel (in PvP) that we've more or less achieved the right amount of survivability for the pet (without giving it Resilience). This of course changes all the time because of gear and scaling. If we feel the pet does not scale in terms of health with the master, we can make changes in that regard.
That said, if we find that pets aren't surviving as well in beta compared to live, then we can explore the possibility of increasing it's base defense.
Currently, there are also some apparent changes in the works for Kill Command. Rank 1 now has a 2 minute cooldown and instead of granting
additional damage, it adds a % increase to the pet's next several specials. And, the dispell effect has been removed from Arcane Shot. It is
now a part of Tranquilizing Shot and attempts to remove one Frenzy, Enrage or Magic effect from an enemy target.
Prayers answered. - 08/01/08
In the latest Wrath build that went in today, it turns out that "Okay" did indeed mean we get two more stable slots. Don't believe me?
Too good to be true? That's ok, you can look at the screenshots here.
Getting caught up. - 07/30/08
I've been a little under the weather the last few days and haven't updated some of the "blue" information as much as I should have been, so
here's a big lump!
Someone suggested more stable slots. Ghostcrawler said:
No, I don't know if that means, 'Okay, thank you for the feedback" or "Okay, we'll talk about it" or "Okay, you'll get more stable slots". There
was no further clarification given so I'd take the wait and see approach. As to the 51 point talent (although you can currently tame devilsaurs in Beta now,
the talent isn't fully implemented yet):
- We're still working on implementing this particular talent. The talent will allow you to train a different "class" of pets which we're calling "exotic" right now. Only hunters with this talent will be able to train those pets. They won't necessarily be "stronger" (though will all have unique abilities that you can only get from exotic pets), the extra power you should get from the talent will be from the additional pet skill points (pet talent points).
As to how expensive in terms of focus the current new pet talents are and how hard it is to manage them in terms of maximum useage/output:
- We've discussed a few systems for managing this, but honestly the simplest one might just be to have all pet abilities be a little more consistent in cost.
We'd love to do an actual system to let you manage abilities more intelligently, but it might have to wait.
Master's Call is implemented, but the hunter can't use it on themselves if they're already stunned. But we want it!
- Able to use while stunned? Consider it done.
And what about the old pet abilities, like Thunderstomp, that have yet to be brought in line with the new skills, will they be normalized
so they have a LV80 verison as well?
And, a final word or two about pet talents, in general.
- The bottom talents in particular need to have some pretty stringent pre-reqs so that hunters can't just cherry pick all of the active abilities. We can and will iterate on what those pre-req talents are though.
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.
This is something on which we'll try to hit a reasonable balance. Warlocks seem to have a pretty decent mix of demon abilities that can be used by the demon AI and some that the warlock specifically needs to use.
3.0.1.8681. - 07/28/08
A new build on the Wrath Beta is live, with a few hunter changes:
- * Hunting Party now gives your critical shots a 20/30/40/50/60% chance to restore 2% mana, 10 energy, 4 rage, or 10 runic power to all member of your party. (Old version : 20/40/60/80/100% chance)
- * Potent Venom now increases the amount of damage done to targets afflicted by your Wyvern or Serpent Sting by 1% regardless of the rank. (Old version : Increased the damage by 1% for each rank, up to 3%)
MMO-Champion also has a preview of some new Glyphs provided via the new Inscription
tradeskill, mostly druid, but this one for hunters:
- * Venomous Mana (Glyph Passive) - Empowers a Greater Glyph to grant your Viper Sting ability an additional 15% chance to resist dispel effects.
Undocumented is the change to potions. Now, when you consume a potion (say, a mana potion) you receive a debuff entitled 'Potion Sickness'. The description
reads, "Unable to consume potions until you rest out of combat for a short duration." Oh. My.
Don't be jealous. - 07/24/08
Now that the NDA about Wrath of the Lich King has been lifted, I've started chronicling my journey through Northrend in
this thread on the TKA message boards, along with
screenshots (as I remember to take them). Warning: Spoilers!
Also, in a discussion about pet threat generation in Wrath of the Lich King, we received this response from Ghostcrawler:
- Think of your pet bar as just shortcuts to your spellbook. It doesn't really matter if an ability is on the bar or not. It can be cast or autocast directly from the spellbook, and unfortunately all new abilities start with autocast defaulted on. This is something we might be able to fix, but in the meantime, peek at your pet's spellbook whenever it gains a level to make sure nothing has changed. Cower can surprise you, because it is something a lot of players passed on before -- understandably, because even if effective it's not a very fun thing to spend points on, which is why we just give it away now. :)
We haven't done a major pass on threat generation yet for any of the classes. We realize it was very easy in BC for hunters to pull aggro off of their pets. You can probably tell from some of the pet talents (including the ones that just grant more pet dps) that we want pets to be able to hold their own threat against a hunter. This is especially true when it's just you and Bitey out on your own, but ideally a tanking pet with the proper spec will be an effective offtank for 5-player instances, or even a main tank under some circumstances (say a group quest perhaps).
Cat, meet the bag. - 07/18/08
Wrath of the Lich King Alpha has ended and Blizzard has thrown open their doors for Beta testing. That also means the NDA has been lifted
so we can discuss, talk over, debate and dissect to our heart's content. These are the latest patch notes from the Beta server (hunter related anyway!):
- * All pet families now have one unique ability. New abilities have been added for families such as bears and sporebats.
- * Aspects now no longer cost mana.
- * Avoidance, Dash / Dive and Cobra Reflexes are now pet talents instead of pet skills.
- * Bite now has no cooldown, does the same damage and costs the same Focus as Claw, so works as a Focus dump.
- * Clever Traps (Survival) has been renamed "Trap Mastery."
- * Concussive Barrage (Marksmanship) - Can now proc from Volley attacks.
- * Deterrence (Survival) - Cooldown reduced to 3 minutes, and now also increases your chance to resist spells by 60%. Now has a new spell effect.
- * Every hunter pet can learn Growl, Cower and either Bite or Claw (never both).
- * Hunter pets can now learn talents in one of three trees depending on family. Pets gain talent points starting at level 20 and earn an extra talent point every 4 levels.
- * If a hunter tames a pet that is more than five levels beneath their own level, the pet will then have their level increased to five levels beneath the hunter's own level.
- * Improved Feign Death (Survival): Now also reduces damage taken during Feign Death by 15/30%.
- * Loyalty, Training Points and the hunter Beast Training button no longer exist. Hunter pets can now learn all skills at their level. They will get new ranks automatically as they gain levels.
- * Master Tactician (Survival) - Chance to proc increased to 10%, up from 6%.
- * Monster Slaying (Survival) and Humanoid Slaying (Survival) has been combined into "Improved Tracking".
- * New Talent - Improved Tracking (Survival) - Increases all damage done to targets that are being tracked 1/2/3/4/5%.
- * Steady Shot now uses ammo. In result, its bonus damage has been slightly reduced. Players can notice a damage increase based upon what ammo they use.
- * Surefooted (Survival) now reduces the duration of movement impairing effects by 10/20/30% (instead of resist % chance).
- * Trap Mastery (Survival) has been removed.
The full patch notes can be found here.
Too, the new Beast Mastery/Marksmanship/Survival trees are available for planning and play at MMO-Champion or
Wowhead.
You should be running. - 07/16/08
2.4.3 went live yesterday. These are the hunter-y items you may have missed in your haste to login once the servers came up:
- * Dispel effects will no longer attempt to remove effects that have 100% dispel resistance.
- * Mounts at 30?! Yes, it's true: Apprentice Riding and mounts are now available at level 30. Training costs 35 gold.
- * Equipping an item will now cancel any spell cast currently in progress.
- * Placing an item in your bank will now cancel any spell cast currently in progress if the spell was cast by that item.
- * When a stun wears off, the creature that was stunned will prefer the last target with the highest threat, versus the current target.
- * Growl: Pets will no longer generate additional threat from this ability based on attack power buffs cast on them. Attack power buffs on their master will still indirectly increase the threat generated by the pet's Growl.
- * Pet Aggro: Pets will no longer generate threat immediately from being summoned.
- * The time available to accept the option to "Enter Battle" for a battleground has been reduced to 1 minute and 20 seconds (previously 2 minutes) in order to give each side more time to get a full complement of players before the battle begins.
- * Zoning into an instance on a PvE realm will now drop your PvP flag.
- * Rocket Boots Xtreme and Rocket Boots Xtreme Lite can no longer be used in the arena. These no longer have a failure chance.
- * For the quests, Intercepting the Mana Cells and Maintaining the Sunwell Portal, pets gaining/losing phase status will now properly break off combat from unphased/phased opponents.
- * Bow of the Verdant Keeper's Aim: This item's triggered effect no longer breaks the effect of Scatter Shot.
- * Thori'dal, the Star's Fury is now Unique as intended.
- * Invisible players with Hunter's Mark can see the hunter that put the mark on them.
- * Hunters: Using an instant ability after Steady Shot will no longer lock out auto shot.
- * Hunter Snake Trap will no longer break players out of stealth if the snakes pass near the stealthed character.
- * Hunters: Concussive shot will now properly have a chance to proc Bow of Searing Arrows.
- * Hunters: Scare Beast will now be correctly limited to one target and has had its tooltip updated to display the proper cast time of 1.5 seconds.
- * Corrected an issue where the initial trigger or activation sounds for Immolation Trap and Explosive Trap could not be heard by some players.
- * Moving a quiver from one container slot to an empty container slot will no longer reset the ranged attack speed.
- * Fixed an issue where ravager pets had all available pet skills.
- * Pets will now properly attack mobs when out of phase with the real world.
- * Passive pets will no longer attack due to AoE taunt spells.
The full patch notes can be found here.
The sheep, or the wolf. The choice is yours. - 07/11/08
Thanks to Elois of Uldum for the latest addition to our Spreadsheets section,
a statistical calculator for hunters intended to be a tool that can look past the gear and look to the hunter to identify how to improve DPS.
Enjoy!
Ah, Paris... - 06/28/08
The Blizzard Entertainment Worldwide Invitational has kicked off, lead by the annoucement that Diablo 3 will be Blizzard's next
game. The panels were busy at work answering class related questions about Wrath of the Lich King as well - thanks to MMO-Champion
and World of Raids for the following Hunter information:
- * Steady Shot will no longer clip Auto Shot, meaning it won't have to be timed, just spammed
- * The skill point system of pets will be replaced with Pet Talents, one tree for utility, one tree for tanking and one tree for DPS. The skill points for each pets are being changed to the new "Pet talents" and will disappear
- * A new ability will make the pet deal extra 20% damage when on 20% health
- * Each kind of pet family will have its own talent tree and its own unique ability
- * There are going to be new pets in WotLK
I obviously wish I could be reporting live from Paris, but alas. Stay tuned for updates as they become available!
Gigantique. - 06/18/08
Patch 2.4.3 is currently on the Test realm which is also up and active. There are some hunter changes and some general things of hunter interest.
- * Dispel effects will no longer attempt to remove effects that have 100% dispel resistance.
- * Mounts at 30?! Yes, it's true: Apprentice Riding and mounts are now available at level 30. Training costs 35 gold.
- * Equipping an item will now cancel any spell cast currently in progress.
- * Placing an item in your bank will now cancel any spell cast currently in progress if the spell was cast by that item.
- * When a stun wears off, the creature that was stunned will prefer the last target with the highest threat, versus the current target.
- * Growl: Pets will no longer generate additional threat from this ability based on attack power buffs cast on them. Attack power buffs on their master will still indirectly increase the threat generated by the pet's Growl.
- * Pet Aggro: Pets will no longer generate threat immediately from being summoned.
- * Scare Beast: This spell will now be limited correctly to one target.
- * For the quests, Intercepting the Mana Cells and Maintaining the Sunwell Portal, pets gaining/losing phase status will now properly break off combat from unphased/phased opponents.
- * Bow of the Verdant Keeper's Aim: This item's triggered effect no longer breaks the effect of Scatter Shot.
- * Thori'dal, the Star's Fury is now Unique as intended.
- * Invisible players with Hunter's Mark can see the hunter that put the mark on them.
- * Hunters: Using an instant ability after Steady Shot will no longer lock out auto shot.
- * Hunter Snake Trap will no longer break players out of stealth if the snakes pass near the stealthed character.
- * Hunters: Concussive shot will now properly have a chance to proc Bow of Searing Arrows.
- * Corrected an issue where the initial trigger or activation sounds for Immolation Trap and Explosive Trap could not be heard by some players.
Not mentioned but fixed as well, is the Scare Beast tooltip - it now correctly displays the 1.5 cast time. The full patch notes can be found
here.
The Verdict. - 06/01/08
A few days ago, we got the "official" word regarding programs like AutoHotKey or certain gaming keyboards for the Hunter shot rotation macros. The answer probably doesn't surprise
most but disappoints some, as it's a relatively popular way to avoid tiring your fingers out with 11111111 or 22222222 (or 3333333, for you non-conformists)
when using a macro for shot rotations, by holding down a single key instead of hitting it over and over.
- This is not okay. One hardware function = one action, according to standard macro rules. A hardware function is a keypress (including press/release) associated with movement and an ability/item. Obviously, our default macro rules enable you to use 'modifying' trinkets or abilities, such as nature's swiftness, plus a single spell all in a single press.
To clarify: No, you may not use hardware or software to auto-spam your shot rotations - period.
And more specifically, a comment about the G15.
- The G15 may have the ability to continually activate an ability as long as you keep the key pressed but that is not a function that is permitted by our policies. The keyboard is allowed but certain functions it can do are not.
Within Sunwell. - 05/16/08
From Daelo, Lead Encounter Designer:
- We also hotfixed a bug in the Eredar Twins encounter that prevent a Hunter's Feign Death ability from working if Lady Sacrolash was alive.
Also:
- We've changed the Negative Energy spells cast by M'uru and Entropius to no longer cause spell interruption on the target. This should ease the frustration of the encounter for those casting classes who can not obtain 100% resistance to spell interruption through talents and effects such as Concentration Aura.
Scare Beast follow-up. - 05/14/08
This was posted earlier, by Drysc, in regards to why the instant Scare Beast didn't make it to live servers, as a follow-up to what Eyonix has already said:
- The instant cast was felt to just be too effective against feral druids, and so the previous cast time reduction to 'instant' was reverted through a hotfix back to 1.5 sec. If we had made the change through the patch instead of a hotfix it would have required a new build to be generated, additional testing on that build, and likely a week long delay for the release of this patch. The downside when hotfixing an ability is that the tool tip won't be updated to correctly display any changes made to the ability.
Just stick to the cards sir. - 05/13/08
2.4.2 went in today. We've been over these changes but I'll re-list the hunter important stuff.
- * Aspect of the Viper: This ability now grants an additional amount of mana each 5 seconds equal to 35% of the hunter's level.
- * Boar Charge: This ability will no longer make Growl cast immediately after it generates excessive threat.
- * The pet ability Growl will no longer scale with pet Attack Power and now scales with the hunter's Attack Power.
- * Dire Ravens in Blade's Edge Mountains are now tameable.
- * Scare Beast: The range on this spell has been increased to 30 yards.
- * Tamed Drywallow Snappers now will know Bite 5 (instead of Claw 5).
- * Bow of Searing Arrows and Red Whelp Gloves will no longer break crowd control effects.
- * Darkmoon Card: Madness: The durations of the buffs received from this item have been extended to 60 seconds.
- * Elixir of Demonslaying: This elixir now grants ranged attack power against demons as intended.
- * Shattered Sun Pendant of Might: The triggered effect from this item will no longer break Scatter Shot or other crowd-controlling affects. The visual on the Scryer version has been updated.
- * The Cursed Vision of Sargeras now gives the buff, "Sense Demons" which can be canceled normally. Additionally hunters and druids are able to track two things at once while using the item.
The instant cast change to Scare Beast did not make it to live servers, despite the tooltip being changed (it is still 1.5 cast time). When
asked why this change didn't make it live, Eyonix replied:
- On live realms the ability was never instant cast. The ability now has a 30 yard range on live (patch 2.4.2), which is a small improvement (buff).
While some hunters may be disapointed that they weren't getting the buff to the ability that they anticipated, it's certainly not a nerf. The instant cast change, was simply too strong and as a result, pulled at the very last moment.
PS We love you Hunters. :P
Edit: Neth does not love you and all hate should be directed at her!
And, I knew we hadn't heard the last about the Growl issue. Despite previous threads being locked regarding it, it still isn't 100% correct on live servers post patch, according to Hortus:
- There is still a bug with Growl that is allowing it to scale with some pet attack power buffs as well as the hunter's attack power. This will be fixed in a future patch, until then enjoy the extra threat from these buffs.
And followed up with:
- As I have stated many times before Growl scales correctly with Hunter attack power. It has been verified with internal tools multiple times buy myself and other testers both in 2.4.2 and 2.4.1. It may not scale at a rate that you like but it does scale at the rate the developers currently want (and no I can not reveal that rate).
If you feel it should scale differently then you will need to post about it in the suggestions or class forums. Repeatedly posting about it here in this forum will not result in any positive changes but it will result in your posting privileges being removed.
Right now Growl is ALSO scaling inappropriately with attack power buffs applied to your pet (such as Blessing of Might) this is a bug that is currently in your favor, it will likely be fixed in a future patch so enjoy it while you can.
Mrr Grr. - 04/30/08
It's been sort of interesting watching the Growl discussion unfold on the Test realm message board.
There's been some good information put out there by external testers (IE, hunters like you and I) but for now, the discussion seems to have been closed as one of the relevant threads has been locked after being posted in by Hortus:
- There was not a change to the way Growl scales with hunter AP, the bug fix eliminated growl scaling with the pet's attack power.
Growl has always scaled with hunter attack power in exactly the same way as it does in 2.4.2, there were no changes. I have verified multiple times that growl threat does scale with hunter AP AND that it is doing so in the same way in 2.4.1 and 2.4.2.
I'm sorry if you were given the impression that this was a new feature.
Which was followed by more posts and then the thread was locked, with this parting comment:
- This is the last post I will be making about pet threat, no matter what I say I'm accused of lying or being wrong. Right now as of 2.4.2 growl is creating the intended amount of threat and is scaling with hunter attack power at an intended rate. If you do not agree with this then please post your opinions in the appropriate forums (suggestions or class forums).
As this is not considered a bug no amount of posting here or in the bug report forums will get it changed.
I don't know though, not sure we should give up on this subject QUITE yet. That said, they have requested some focus testing:
- We would like to request some focused testing on a bug that we believe to be fixed in 2.4.2
Using a macro with several instant cast spells can break targeting and the Escape key.
This is most often reported as happening with hunter kill command macros.
Please test your macros and report here if you encounter any of these UI lock-ups.
Test additions. - 04/25/08
Here are some more additions to the 2.4.2 patch notes. The change to Viper is now 'officially' listed:
- * Aspect of the Viper: This ability now grants an additional amount of mana each 5 seconds equal to 35% of the hunter's level.
- * Boar Charge: This ability will no longer make Growl cast immediately after it generates excessive threat.
- * Scare Beast: The range on this spell has been increased to 30 yards and it is now instant cast.
- * Elixir of Demonslaying: This elixir now grants ranged attack power against demons as intended.
- * Shattered Sun Pendant of Might: The triggered effect from this item will no longer break Scattershot or other crowd-controlling affects. The visual on the Scryer version has been updated.
Dire Ravens - 04/24/08
The newly tameable Dire Ravens (Level 67-68) in Blade's Edge are classed as Carrion Birds and upon taming know Dive 3 and Screech 5. Remember,
this is on Test only, for now - you won't be able to tame them on live servers until 2.4.2.
2.4.2 - 04/23/08
Pre-patch notes for 2.4.2. Here comes the hunter stuff.
- * Dire Ravens in Blade's Edge Mountains now tameable.
- * Tamed Drywallow Snappers now will know Bite 5 (instead of Claw 5.)
- * Bow of Searing Arrows and Red Whelp Gloves will no longer break crowd
control effects.
- * Most Main-Hand weapons are now One-Hand weapons.
- * Troll Male off-hand items are now the same size as the main hand
item.
- * Tauren weapons while sheathed have had their graphic readjusted to
their pre-patch (2.4.0) state.
- * The Vengeful Gladiator's Rifle will now play the proper sound when
used.
- * The Cursed Vision of Sargeras now gives the buff, "Sense Demons"
which can be canceled normally. Additionally hunters and druids are
able to track two things at once while using the item.
- * It is no longer possible for pets to get stuck in place after exiting
the Spectral Realm in the Kalecgos encounter.
- * The hunter pet ability Growl will no longer scale with pet Attack
Power.
To follow up about the Growl change, we received this comment from Nethaera:
- Growl was scaling incorrectly before so it's been changed to scale with the hunter's AP starting at around 1200 AP. Other pet abilities such as bite, claw, etc will still scale with pet AP. Please keep in mind this isn't changing the normal amount of threat that pets produce.
Of course, claw and bite don't scale with AP currently and preliminary reports suggest that they still don't, so... take that bit with a grain of salt.
Not in the patch notes but on Test realm is an additional change to Aspect of the Viper. Previously, it regenerated mana equal to up to 55% of the player's intellect. On Test now,
in addition to that, it is up to 35% of the player's level, as well.
Confessions of a Dangerous Mind. - 04/09/08
I was actually surprised that there wasn't a follow-up 2.4.2 patch on Tuesday, as there are quite a few 'known issues' that seem
in desperate need of fixing (ask anyone who has an Exalted neck from Shattered Sun with the Scryer proc - Arcane Strike anyone, yuk!)
But, there wasn't one. However, there are things that need mentioning, so let's get to it!
First, from Hortus, regarding Improved Hunter's Mark and Hunter's Mark:
- This is working correctly, once improved hunter's mark is on a target any Hunter's mark (improved or not) will refresh the duration of the existing mark (not overwrite it). The buff does not change in any way just the duration remaining.
And, about Boar Charge, also from Hortus:
- I have confirmed with the developers that Boar's growl ability getting such a large bonus to attack power based on charge is a bug. Growl should only benefit from the hunter's attack power and get no benefit from buffs to the pet's attack power.
Expect this to be changed in a future patch. If you disagree with this change please post about it in the suggestions or class forums.
Although this somewhat answers the questions about boars, it doesn't especially address the growl issue which was touched
on earlier in the week and seem to be still ongoing, but, are working as intended according to internal Blizzard testing done by Hortus. Nimizar of Proudmore has done quite a bit of testing,
you can read his findings here. The
issue may or may not be re-addressed.
All that's left are the known (bugged) issues to cover. They are (as they relate to Hunters):
- * Initial trigger or activation sounds for Immolation Trap (rank 6) and Explosive Trap (rank 4) cannot be heard by Classic WoW players.
- * Swapping your current pet for a stabled pet while mounting will cause you to receive an error ("You do not have a pet to summon") when you use Call Pet.
- * Zoning after a pet has died or has been dismissed can cause an "Internal Pet Error".
- * Players are able to have pets out while mounted by logging out.
- * Pig pets are not making footprints.
- * Hunter's Mark does not appear above Shield Orbs.
- * (User Interface) The hunter's spell Dismiss Pet "fades" from player 1 minute after dismissing pet.
- * (User Interface) Pet skill damage appears on the screen while Pet damage option is disabled.
- * (User Interface) Dying and disconnecting causes you to be unable to release.
- * Abilities/trinkets that trigger after killing an opponent that gives experience or honor are being activated after killing mobs during bombing quests.
- * Several procs from items are breaking crowd control effects such as Scatter Shot.
- * Vengeful Gladiator's Rifle (34530) is using a inconsistent sound.
- * Bow strings are not being lit in 2.4.0.
- * The Arcane Strike proc from Shattered Sun Pendant of Might is breaking crowd control effects such as Scatter Shot.
- * It is possible to dodge, block, and parry the proc Arcane Strike from the Shattered Sun Pendant of Might.
- * The Brutal Gladiator's Rifle is emitting a Bow sound effect upon use, despite the item being a Gun.
April Fool's! - 04/01/08
Well, I was certain that the two-headed ogre April Fool's Day prank might not be able to be topped but I was wrong. Blizzard has,
in my opinion, outdone itself with the Bard Hero class
and a console release of Molten Core. HAS SOUND!
Also, they snuck 2.4.1 in on us with a single Hunter note:
- * Tranquilizing Shot no longer incorrectly restricts use of other Hunter abilities in specific situations.
I will be the first to say, I must not have been watching the Bug Report forum closely enough because I have no idea what this refers to.
Fury of the Sunwell - 03/25/08
2.4 is now live! Before everyone goes all frothy about buying the Crossbow of Relentless Strikes or epic gems, remember that
those vendors aren't immediately available in the Shattered Sun Offensive. So start plugging away at those daily quests! The patch
notes for hunters aren't anything we don't know, but I'll re-summarize:
- * Equipping a thrown weapon while in the middle of an Auto-Shot will no longer cause animation issues.
- * Casting Flare while in any way not visible, will no longer cause your flare to be invisible to other players.
- * Hunter's Mark: Hunters with Improved Hunter's Mark will now properly overwrite Hunter's Mark cast by Hunters without the talent.
- * Improved Mend Pet now has a 25/50 chance to remove one Curse, Disease, Magic, or Poison effect, up from 15/50%.
- * The stamina tooltip for hunter pets will now display the proper health increase.
- * Track spells will now persist after death.
- * Hunters will no longer spin around if they cast Aimed Shot or Steady Shot while facing away from their target.
Notice that the change to Multi-Shot (where it wouldn't break CC effects) did NOT make it to the live patch. As always, the complete patch notes can be reviewed here.
It's like the Titanic but with bears! - 03/07/08
More updates to the patch notes. Mend Pet has been changed again, along with this interesting change to Multi-Shot:
- * Multi-Shot: This ability will no longer strike any secondary targets which are under the effect of crowd-control spells that break on taking damage. i.e. Polymorph, Sap, etc.
- * Track spells will now persist after death.
- * Improved Mend Pet now has a 25/50 (was 50/100) chance to remove one Curse, Disease, Magic, or Poison effect, up from 15/50%.
Also, we have a post from Kalgan that, while doesn't directly talk about Hunters (early on in the discussion anyway), has stirred up the
commmunity quite a bit. Initially, it started out a discussion about the Warlock changes to Lifetap which had been put in and then reverted,
in which was referenced class representation in the Arena:
- No other warlock nerfs are planned for 2.4. One of the things we look at is class representation in arenas (although normalized for class popularity). In this particular chart, a value of 100% means the class is represented as we'd expect, a value over 100% means the class is represented that much more often than we'd expect, a value below 100% means they're represented less than we'd want (obviously this chart doesn't include a spec breakdown in any way).
Two charts were then provided, one for the 2200+ (2v2, 3v3 and 5v5) Arena brackets and another for the 1850 (2v2, 3v3 and 5v5) brackets. Here's where Hunters are falling on that chart:
- Hunter (2200+) 43.0% 50.2% 43.0%
Hunter (1850) 50.2% 50.2% 50.2%
When asked specifically about the low hunter representation, Kalgan replied:
- As far as hunters go, yes, we do feel as though they're still represented less than we'd like. I think that's safe to say. That being said, we have seen some meaningful improvment.
I would recommend giving the entire thread a read.
The TKA Something Forums have had two new discussion categories added in the last couple days - Damage Per Second and Dungeons & Raids. Enjoy!
And so it remains, a mystery of the ages. - 03/05/08
Will there be a pet review for the 2.5 patch (assuming there even is one), perhaps giving some pet skills to some of the long neglected and thusly mostly unpopular pets? Don't look for definite answers from Drysc. When asked that
question, we received this noncommittal answer:
- I couldn't say with any certainty.
The docks, unlocked! - 02/21/08
The docks, and thusly, the inn was unlocked on Test just moments ago and happily, there is indeed a stable master there as well, Seraphina
Bloodheart. Her pet, Sentinel, a red lynx (like the ones on Azuremyst Isle) isn't tameable. The innkeeper, Caregiver Inaara (horray for Firefly
references) sells fish, meat and fruit.
Too, the new LV70 green ravagers on the fly only area between Terokkar and Hellfire Penninsula (Razorthorn Shelf) are for a daily quest
that became available once the inn was opened, requiring you to temporarily charm them, not unlike the helboars searching for roots quest in
Shadowmoon Valley. Your regular pet will vanish for the duration of this quest as a result.
And another. - 02/20/08
Another hunter change, just added to the patch notes:
- * Improved Mend Pet now has a 50/100% chance to remove one Curse, Disease, Magic, or Poison effect, up from 15/50%.
Progressive testing. - 02/16/08
Just added to the 2.4 patch notes, some of this we knew, now it's just official:
- * Hunters will no longer spin around if they cast Aimed Shot or Steady Shot while facing away from their target.
- * Resilience: Now reduces the magnitude of mana draining effects by the same amount that it reduces critical strike damage. The Tooltip has been revised to reflect this.
- * The benefits of drinking out of combat have been delayed. It will now take five seconds before the full benefit of the mana regeneration will come into effect.
- * Vengeful Gladiator's Waraxe: The weapon delay has been reduced.
- * Archimonde's Grip of the Legion will no longer target pets.
- * The proc from Black Bow of the Betrayer will no longer break crowd control effects such as Scatter Shot.
Don't what me. You know what. - 02/15/08
New test build, new information filtering in. The big (undocumented) news is that resilience now reduces the effects of mana-drain spells. Documented, but
file it under the 'I'll believe it when it stays fixed' category is the assertion that the Black Bow of the Betrayer proc won't break crowd
control effects. Since this has been reportedly fixed before (back in November of last year, no less), like I said, I'll wait and see. The Gronnstalker
bracer has had its haste bonus removed, replaced by critical strike.
Thori'dal, the Stars' Fury - 02/08/08
MMO-Champion has the skinny on the legendary bow of Sunwell, which is called Thori'dal, the Stars' Fury.
353-540 Damage Speed: 3.00
(148.7 damage per second)
+17 Agility
Durability 110/110
Requires Level 70
Equip: Improves your critical strike rating by 16.
Equip: Increases your attack power by 34.
Equip: Your attacks ignore 112 of your opponent's armor.
Equip: Increases ranged attack speed by 15%. Does not stack with quiver or ammo pouch haste effects.
"The energy of the Sunwell courses through Thori'dal."
It is also being reported that it comes with the following spell ID which is not mentioned in the item description:
46699 : Requires No Ammo - Thori'dal generates magical arrows when the bow string is drawn. Does not use ammo.
No ammo costs AND anyone lucky enough to get this bow gets a bag slot back!
Was the wait worth it? 02/08/08
PTR everything is jammed but my download is finished so I get to peek at the notes, but man, they're a lot smaller for hunters than I honestly
expected (no mention of feeding pets in combat, alas). I'll list some of the general ones that apply to hunters as well, sort of:
- * Spell Haste: Spell Haste now reduces the global cooldown on spells, down to a minimum of 1 second. This change does not apply to melee and ranged abilities.
- * Spirit-Based Mana Regen: This system has been adjusted so that as your intellect rises, you will regenerate more mana per point of spirit.
- * Equiping a thrown weapon while in the middle of an Auto-Shot will no longer cause animation issues.
- * Casting flare while in any way not visible, will no longer cause your flare to be invisible to other players.
- * Hunter’s Mark: Hunters with Improved Hunter’s Mark will now properly overwrite Hunter’s Mark cast by Hunters without the talent.
- * The stamina tooltip for hunter pets will now display the proper health increase.
- * Moongraze Stag Tenderloin can now be comsumed by hunter pets that eat meat.
- * Winterfall Firewater: The tooltip no longer specifies only melee attack power.
- * Spell Haste and Armor Penetration will now display on the character sheet (Armor Penetration displays in the hit rating section).
- * Pets are now able to properly attack mobs near the walls on the ramps in Zul'Aman, Bear Wing.
Some interesting raid changes as well, the attunement requirement for Hyjal and Black Temple has been removed AND you can just head straight to
Kael'Thas or Lady Vashj without killing the other bosses before them. This is the Sunwell patch too, just a heck of a lot going on. More hunter changes
on the horizon? Your guess is as good as mine, guess we'll find out as 2.4 progresses on the Test realm.
Je ne parle pas francais! 02/06/08
Or do I? From one of the WOW-EU posters, Thyvene, about the legendary bow that's been rumored/discussed for patch 2.4:
- A few more details on this legendary weapon : it will be a loot like the Warglaives of Azzinoth, not a reward from a quest like Thunderfury.
No gathering 500 bars of Eternium. That makes me so glad. Also, don't espect sweeping class changes immediately upon the PTR release, since
Nethaera said:
- I'm going to be a bit cautious in what I say in this regard. Will there be some changes to classes? Yes, there will be some. We're not rushing into a bunch of class changes for this patch at this point. Consider the patch to be a bit more progressive in nature. As we go along, the developers are going to be keeping a close eye on the results of any changes and additions and then making changes as they feel they are necessary. How many changes occur are going to be based on testing over time. This is why it's important for players to get in and test it as much as possible.
We want to make sure that the changes we are making are viable and practical for continued balance of the classes and don't want to put in too many changes at once and essentially skew the results too much one way or another.
Supposedly, we may be only hours away from 2.4 being on the PTR, so I guess we'll know when we know.
Yes, no, maybe so. 01/15/08
Although we were told back in November of 2007 that the Grimtotem Spirit Guide, while not a beast that was intentionally able to be
tamed, it would remain tameable because it was a "fun use of in-game mechanics". Unfortunately, it was apparently too good to last and
Hunters can no longer tame them. We received this explaination from Drysc about it:
- Through a hotfix we've recently removed the ability to tame a Grimtotem Spirit Guide. Players who have already gone through the trouble of taming the creature will be able to keep them unchanged. This hotfix only removes the possibility to tame this creature from here on.
The removal of the spirit guide has been debated within design discussions for a while now as to what impact the pet and its precedent has on the game. The unintended nature of the taming, the undead status of the guide, appearance of the wolf in relation to the feel of the hunter class, and the complex processes of taming were all issues touched upon and discussed.
Ultimately the discussions brought us to the conclusion that this should not be a permanent addition to the pet selection available to hunters; however, those that have already tamed them should be allowed to keep them due to their efforts in obtaining one.
This, of course, has sparked a hot debate about the decision - more that it was hotfixed and not announced in, say, the 2.4 patch notes that
it would be changed and thusly allow any remaining players who wished to tame them to do so. I have to agree that a warning, especially in light of the
fact that it had previously been stated that they would remain tameable, would have gone a long way in steming the tide of negative backlash that
has occurred as a result.
Lock up the lions, or they will eat you. 01/09/08
Patch day, long overdue. Here are the Hunter related notes, in case you missed them. Since it was on the Test server for so long, nothing
really comes as a surprise (so far, anyway):
- * Arcane Shot: Ranks 1-5 will once again deal bonus damage based on attack power.
- * Aspect of the Viper effect increased.
- * Freezing Trap is no longer limited to one target at a time.
- * Pet leveling speed has been increased.
- * Fixed various problems with /castsequence getting stuck.
- * /cast will toggle spells again unless the name is prefixed with an exclamation mark, e.g. /castsequence Steady Shot, !Auto Shot
- * Fixed "Spell/Ability is not ready yet" message when clicking quickly at the beginning of a cast.
Personal note, I could have done without the change to the Halloween broom mounts. Running that event 5+ times a day, I thought I'd stockpiled enough
brooms to last until Wrath of the Lich King but alas.
Happy Holidays! 12/22/07
Another year has come and almost gone. I want to wish everyone a Happy Holidays and thank everyone for their kind support over
the last year (and previous years!) 2007 was great, but 2008 promises to be even better! I know that everyone is probably
already counting the days until the next expansion and who can blame them? It isn't a big secret, either, that TKA will AGAIN be
undergoing another site recode (I'm never satisfied, am I) and while I won't promise a definite date on it, it will for certain
be before Wrath of the Lich King hits the shelves. I'm very excited about it!
I also want to take a moment to mention that there are many ways to help those less fortunate than yourself during the holiday
season and being the animal lover that I am, this year, I've donated to the Cat Adoption Team.
The Cat Adoption Team (CAT) is the Pacific Northwest's largest non-profit, no-kill cat shelter with its own full service veterinary
hospital on-site. You can always search for local no-kill shelters in your area as well and if money this holiday season is a little
tigher than you'd like, many of these organizations have wish lists such as cat toys, food or even simple things like garbage bags! As hunters,
our pets are a part of who we are - extend that partnership to local animals and shelters who ae doing wonderful work every day.
Again, thank you for your support of TKA Something in 2007 and we'll see you in 2008!
Is taming Grimtotem Spirit Guide intended? 11/30/07
In case you've missed it, the Grimtotem Spirit Guide (a 'transparent' wolf from Dustwallow) has been the subject of much debate
since the 2.3 patch - was it intentional that we could tame it, even if we had to jump through hoops to do it (spell haste and more
spell haste!). Well, good news for those who have tamed said wolf and those who were debating getting one. From Issuntril, a EU-Blizzard
poster:
-
While this feature of the Grimtotem Spirit Guide wasn't exactly intended, it was agreed by the development team that this is a fun use of in-game mechanics, and we therefore have no plans to address this issue - it will still be possible in future for everyone who wishes to tame this NPC to do so. :)
This wasn't the answer I was expecting either, but it's good news. So tame to your heart's content. Also, be aware, /castsequence is again
changing in the 2.3.2 patch.
-
/cast will toggle spells again unless the name is prefixed with an exclamation mark, e.g. /castsequence Steady Shot, !Auto Shot
All reports from the Test realm say that while this wasn't working correctly when Test first went up, it will function how we want it
to upon release of the patch, so breathe a sigh of relief. Hopefully this will spell the end of /castsequence issues for a while. Oh, and. I
knew I was forgetting something - this post from Nethaera:
- We do plan to allow pets to be fed in combat at some point in a future patch. It's in the works currently.
There's no such thing as a Night Elf Mohawk. 11/21/07
As found on the WOW-European forums from Salthem (one of their Blizzard posters):
- The following changes are planned for Hunters in the next patch, 2.3.2, which we hope will go up on the PTR quite soon:
* Aspect of the Viper effect increased.
* It will once again be possible for two freezing traps to be in place at the same time.
* Pet levelling speed has been substantially increased.
Also earlier this week, Slouken posted again regarding the continued issue with Hunter /castsequence macros and their slated fix for 2.3.2.
- So, in 2.3.2 we're just advancing the sequence when we see a spell success with the name of the spell we're looking for. Hunters will be pleased, since this means their Steady Shot, Auto Shot macro will automatically advance again. :)
WTB Double Trapping. 11/14/07
My instincts proved correct - the trap change was indeed intentional, albeit undocumented, according to Nethaera:
- I was just about to get to this one. This was another bug fix that unintentionally didn't get into the patch notes. It's getting added in now in order to clear up the confusion. Here is how the note actually reads:
* Fixed a bug in which Hunters were able to use Readiness in conjunction with Freezing Trap on two different targets.
Being able to double-trap was not intended to happen so the bug has been corrected. As always though, constructive feedback on changes are always welcome. What should happen is if you trap another target, the first trap should release much like what happens when a Priest Shackles Undead or a Mage Polymorphs a target.
Of course, Readiness wasn't necessary to double trap, as many hunters already know. It's a little difficult not to be frustrated. Supposedly, Nethaera is 'collecting feedback' about this (which has been, so far, uniformly negative), so we'll see if
that impacts anything. And, FD/drink disabled and ALSO intentional? Yep, also from Nethaera:
- Just so everyone aware, there was a bug fix that unintentionally didn't make it into the release patch notes, but has been added into the bug fix listing on the forum as well as is being added onto the Web version of the patch notes.
* Fixed a bug in which Hunters were able to disengage from combat using Feign Death during boss encounters.
Please note that this should only apply for when you are engaged in a boss fight and shouldn't affect trash mobs.
Well, sort of intentional. This was done to prevent Hunters from changing gear/trinkets, which was confirmed with the following reply:
- This is true. This was allowing more than just drinking to occur, such as the above, gear swapping. This wasn't intended.
So, losing FD/drink was more of a side effect.
No matter. Most likely lose it again anyway. 11/14/07
Although not quite on par with the Shaman Resto T6 set, we do have some bugs or... depending on how pessimistic you are, undocumented
changes with 2.3. Currently, you can no longer trap two separate NPCs at the same time, so if mob #2 blunders into a trap set for mob #1
(or if you've set it up to trap 2), one will immediately break (probably intentional). Lower ranks of Arcane Shot do not appear to be
scaling with RAP (probably a bug). Varying reports about people being unable to feign death and drink during boss encounters (no idea
on this one). Some people seem to be unable to see the new Volley animation (probably a blessing in disguise). And /castsequence
issues persist. You've been warned.
There will be awards, parades, and commemorative stamps! 11/13/07
Although we've been talking about it for over a month, here are the patch notes for 2.3 (as they relate to hunters, of course)!
- * Weapon Skill: All items and abilities that granted weapon skill have been changed. In most cases, they were converted to expertise or expertise rating. Ranged attacks do not benefit from expertise, so ranged weapon skill has generally been replaced by critical strike bonuses or hit bonuses. In a few cases, talents have been changed to other effects to avoid granting players excessive amounts of expertise.
- * Pets will try to get behind their targets when engaging in melee combat.
- * Dwarf: Gun Specialization now increases chance to critically hit with Guns by 1% rather than increasing weapon skill.
- * Troll: Bow and Thrown Specialization now increases chance to critically hit with those weapons by 1% rather than increasing weapon skill.
- * Aimed Shot (Marksmanship) now reduces healing done to that target by 50% for 10 seconds.
- * Arcane Shot (Ranks 6 and above) now dispel 1 Magic effect in addition to their normal damage.
- * Explosive Trap: The initial damage dealt by this trap is now also increased by 10% of your ranged attack power.
- * Expose Weakness: The triggered effect from this talent will no longer use up charges of Misdirection.
- * Immolation Trap: The total damage dealt by this trap is now also increased by 10% of your ranged attack power.
- * Misdirection: This spell will now always be removed correctly if multiple Hunters overwrite each other's Misdirection.
- * Misdirection: If a Hunter attempts to use this ability on a target which already has an active Misdirection, the spell will fail to apply due to a more powerful spell already being in effect. This will not trigger the cooldown or cost any mana.
- * Readiness: This talent now finishes the cooldown on Kill Command.
- * Serpent Sting, Immolation Trap and Explosive Trap all gain additional damage based on ranged attack power.
- * Serpent Sting: The total damage dealt by this sting is now also increased by 10% of your ranged attack power.
- * Steady Shot: Tooltip clarified to indicate base weapon damage is used in the damage calculation.
- * Trueshot Aura (Marksmanship) no longer costs mana to cast and will last until cancelled.
- * Wyvern Sting (Survival) is now instant cast and has a maximum duration of 10 seconds in PvP.
- * Wyvern Sting: This ability will no longer be overwritten by lower ranks of Wyvern Sting.
- * Daily cooking quests are now available from The Rokk in Shattrath City! In addition to gold, you can receive random cooking reagents and new recipes as a reward for completing these quests.
- * Duration of wizard and mana oils created by enchanters has been increased.
- * Engineering potion injectors no longer require engineering skill to use.
- * Plans for a new arrow making device can be found from Sunfury Archers.
- * The plans for adamantite shells now create an Adamantite Shell Machine. The machine creates 200 high quality bullets at a time, with 5 charges per item.
- * New fish can now be caught in Zul'Aman and Deadwind Pass. Recipes for preparing these new fish are obtained through the daily cooking quests.
- * New recipes are available from Grand Master leatherworking trainers to make 20 slot quivers and ammo pouches.
- * New recipes are available from the Honor Hold, Thrallmar, and Lower City quartermasters to create 24 slot quivers and ammo pouches.
- * Black Bow of the Betrayer: The triggered effect from this item will no longer use up charges of Misdirection. In addition, the triggered effect will no longer break crowd control effects.
- * Gladiator's armor pieces of like nature from various seasons will now all meet the requirements for their shared set bonus. This means if you are using 2 pieces of Season 1 gear and 2 pieces of Season 2 gear of the same design you will now have your 4 piece set bonus.
- * Gladiator's Chain Gauntlets: The bonus damage on these gloves has been increased from 4% to 5%.
- * Merciless Gladiator's Chain Gauntlets: The bonus damage on these gloves has been increased from 4% to 5%.
- * Fixed a bug in the pet sheet stamina mouseover tooltip that showed an incorrect health increase value.
Although I pulled the above from the latest Test Realm patch notes, they APPEAR to be identical to the ones that I just downloaded at 4:00am (just now, in other words).
If I missed anything, blame the lack of sleep. Not mentioned in the patch are the changes to the dead zone and the change in our
Arena set bonus. There are some new tameable
beasts in both Zul'Aman and the re-vamped Dustwallow Marsh. The entire list can be found here.
Bon appetite! 11/07/07
With 2.3 confirmed to be going live next Tuesday, we received one last Hunter update from Eyonix:
- In patch 2.3, aimed shot will not only reduces healing done to the target by 50% for a ten seconds, but we're also reducing the shot time by 0.5 seconds.
The original post wasn't even a page long before someone mentioned that lowering the cast time from 3.5 seconds to 3 seconds wasn't something
to really write home about, and this was the follow-up:
- Yeah, an already great 11-point talent that will now have a reduced cast time and a mortal stike effect. How completely useless...
Edited to add my follow-up:
I was quick to reply to be very honest. What I meant by "already great" is that even in its current state, players are still making great use of the talent. We wouldn't have given this talent these two improvements had we been completely happy with its effectiveness.
With that being said, these ARE great changes. To those who flame that 3.0 is still too slow, lets be reasonable. We're simply being conservative. We may lower it further (probably not before 2.3), but we want to see effective the ability is with these changes implemented. Keep in mind too, there were other changes made for 2.3 that improve hunter viability and effectiveness in PvP.
In short, we need to see how all the changes play out before making anymore changes.
Nothing but sincerity reaching out as far as the eye can see, V2.0. 11/01/07
So maybe this time, for real, /castsequence, the auto shot toggle and everything will be fixed on Test prior to 2.3 going live.
This just in, from Slouken:
- The stuck cast sequence problems should be fixed in the next test realm update.
The hunter Auto Shot macro issues should also be fixed in the next test realm update.
Here's hoping!
Nothing but sincerity reaching out as far as the eye can see. 11/01/07
A few new things. Hortus weighs in about Arcane Shot mechanics:
- This is working correctly. Arcane shot should dispel before it deals damage.
Also, there are new vendor ammmunition available from the Violet Eye (revered) that seems to close the gap between vendor, crafted and
the Hyjal reputation ammo. The whole /castsequence issue that's on Test currently, though, makes my head hurt. In a nutshell, the 'auto shot' portion
of the macro is now acting as a toggle, turning auto shot on and off. It doesn't work this way on Live UNLESS you are using the Auto Shot
button from the Marksmanship tree - within the macro, well, most of us know how that works already. Apparently, it is SUPPOSED to be a toggle,
according to Slouken, when Hunters were trying to explain why the /castsequence wasn't working:
- The problem with Auto Shot is that it's a toggle. :)
So, was it supposed to always work like this and now it's fixed so it actually does? Or is it a bug that it's working like this and isn't supposed to be?
I've got no idea, as this is the only "blue" reply Hunters have received, despite the many posts on the Test forum talking about the issue
with /castsequence.
Why don't we just wait here for a little while... 10/26/07
The 1-35 yd range is confirmed as a bugged tooltip by Drysc:
- There's a tooltip error, it should be "5-35 yards". We want melee and ranged to be kept separate, so that when in melee attack range you should not be able to use a ranged attack. There's some amount of 'give' there, especially in fast paced PvP which can produce some temporary gray area but that's fully known with this change.
Feeding the issue of the tooltip error is a bug currently where you can indeed range attack someone while being meleed, but that's in the process of being resolved as well.
That cold ain't the weather, that's death approaching. 10/25/07
Rest in peace, Zul'aman bears. They are no longer tameable in the latest Test build. Doesn't mean we weren't hopeful. Also,
the tooltip for all our shots/stings now read 1-35 yd range but don't overreact (like I did). Is the range change intentional? Guess we'll find out in the next few days. Just added to the S3 Arena vendor is a bow (Vengeful
Gladiator's Longbow) and gun (Vengeful Gladiator's Rifle). All three ranged weapons (crossbow, bow, gun) require a personal rating
of 1850, and have the exact same statistics, except for the damage ranges (the crossbow/gun are 223-336 and the bow is 279-280??). The gun, I recommend you hop over to the PTR realm and look at it for
yourself, the graphic is... something. The bow is a very nice graphic, in blue.
Sometimes, if things are closed, you just, open them up. 10/20/07
While I try to be fairly optimistic regarding announced Hunter changes and when they may or may not occur, I will be the first to admit
that I never expected the promised reduction of the dreaded 'dead zone' would actually be implimented with patch 2.3! But it's true. Our
ranged attacks now read (on test):
Obviously the maximum range will read differently if you've got Hawk Eye. Practical tests indicate that there is still a small amount
of dead space, but it will be far, FAR less exploitable (it also seems like
they've reduced our melee range to about 0-3 yards). Too, Aimed Shot has also
been changed and does include a Mortal Strike type effect. The new Aimed Shot, at maximum rank (7):
- An aimed shot that increases ranged damage
by 870 and reduces healing done to that target by 50%. Lasts 10 sec.
Mana cost and cast time (3.5 seconds) remain the same at the moment. More changes
still to come? Guess we wait and see, but man... not THAT long of a wait, not the one I expected, anyway!
Zul'how cool is this?! 10/12/07
With thanks to a few of my friends over on Test server (thanks Rhaygar and Fetch, much love!), we went and did a bit of exploring around
Zul'Aman today. As we slithered and feigned death around the zone (just us three, so no engaging), we found the Amani Bear, a look alike
to the rare bear mount. Imagine my suprise when I gave it a shot of Beast Lore and it came back 'Tameable!' Well, of course we had to
try it, and after picking our positions, I came away with:
Blizzard, I beg you, even if this isn't intentional, let it stay. Bears are one of the many pets we've got (not unlike spiders, sporebats,
hyenas, crocolisks... the list goes on) that needs a shot in the arm. A new model, like this one, could give this species a needed boost
in popularity.
Our trio hasn't completed its exploration and so we'll be back tomorrow for a real run at the zone, but additional beasts we've located
include Amani Elder Lynx (tan lynx, tameable), Amani Lynx Cub (mountain lion, tameable), Amani Dragonhawk (red dragonhawk, untameable),
Amani Eagle (new model, cross between owl and... carrion bird maybe, untameable), Amani Crocolisk (dark green crocolisk, tameable),
Tamed Amani Crocolisk (light green crocolisk, tameable) and Amani Lynx (tan lynx, tameable).
XOXO. 10/12/07
I'll let Kalgan from Blizzard speak for himself:
- We're planning to shrink the min range on ranged attacks to reduce or eliminate the "dead zone". The only point to the dead zone was to ensure the min range on ranged weapons was enough such that ranged weapon attacks wouldn't be used while also being melee'd (at least by mobs... players have a bit of slush built in).
Never try to save my life again. 10/12/07
More items are coming in from the Test realm, slowly but surely. One of the most awaited changes was to see what the new PVP set bonus was
going to be for us. Drumroll please... nah, nevermind, skip the drumroll:
- (4) Set: Reduces the cooldown of your Multi-Shot ability by 1 sec.
I'm not lying. Please don't attack the window treatments. 10/11/07
2.3 is on Test realms but man, it's getting slammed from here and back again, so if you can settle for just the notes, here they are, as
they relate to hunters. Yes, Zul'Aman will be in, as will guild banks and experience required to level between 20 to 60 has
been reduced:
- * Expertise: We have added a new stat and associated rating called expertise and expertise rating. Expertise rating converts to expertise at the same rate that weapon skill rating formerly converted at. Each point of expertise reduces the chance for your attacks to be dodged or parried by 0.25%.
- * Weapon Skill: All items and abilities that granted weapon skill have been changed. In most cases, they were converted to expertise or expertise rating. Ranged attacks do not benefit from expertise, so ranged weapon skill has generally been replaced by critical strike bonuses or hit bonuses. In a few cases, talents have been changed to other effects to avoid granting players excessive amounts of expertise.
- * Client spell cast requests are now sent to the server even if your player is already casting another spell. This eliminates the need for /sto