Showing posts with label hunter. Show all posts
Showing posts with label hunter. Show all posts

Tuesday, November 25, 2008

Hunter: New Spells!

At level 74 hunters learn a new spell - Aspect of the Dragonhawk. It takes the best parts of Aspect of the Monkey (Dodge) and Aspect of the Hawk (Attack Power) and combines them into one spell. When you cast it, it makes the sound of both Monkey and Hawk at the same time. And the dodge (18 percent) and attack power (230 AP) is greater than either of the base spells alone. At level 80 there's another rank that increases the AP to 300


Keep in mind though, that you'll be burning a lot (and "a lot" means "a whole metric ton") of mana if you're using specials to keep the DPS up. I find that I'm swapping between Aspect of the Viper to regenerate mana and Aspect of the Dragonhawk to keep up the DPS if I forget to drink between fights.

Kill Shot becomes available at level 71 and gets upgrades at 75 and 80. This does 200% weapon damage plus some bonus based on your RAP (the bonus varies by rank - 40% of your ranged attack power plus either 410, 500, or 650). It can also only be used on enemies at or below 20% health. Be aware, this can crit and the crit numbers on it can be amazing. If you have a modest 2000 RAP, you'll be doing 1050 + double weapon damage at level 80 on kill shots. This will be upped to 150% of that number if you land a critical.

Finally, at level 80 I'm looking forward to Freezing Arrow. This is essentially a targetted freezing trap and should make crowd-controlling so much easier. I'll give more details as I actually get my hands on the spell

Tuesday, October 7, 2008

Patch 3.0.2 Hunter Survival Guide

So I was reading over at A Dwarf Priest and found this lovely survival guide for being a priest in the 3.0.2 patch, and eventually in Wrath of the Lich King. This inspired me to go out and do some research and build something similar for the hunters in the group.

I do not claim to be anywhere near as good as the dwarf priest. At all. No how, no way.

But I have given it a go. Not being in beta or on the PTR, I may have some things just all totally wonkered up. But, at least it's all compiled together.

Mechanics Changes
  • All aspects have had their cool-down shortened to 1 second from 1.5 seconds. Additionally, aspects no longer cost mana.
  • Aspect of the Beast now also increases melee attack power by 10% for the hunter and the hunter’s pet. This skill retains the functionality of making the hunter untrackable.
  • Aspect of the Viper has been redesigned. This aspect now regenerates mana based on the hunter’s ranged weapon speed; it no longer is affected by intellect or level.
  • Arcane Shot no longer dispels magic effects; this functionality has moved to Tranquilizing Shot.
  • Tranquilizing Shot has had its cool-down reduced to 15 seconds from 20 seconds. It now removes frenzy and magic effects.
  • Disengage has been redesigned. Instead of reducing threat, it now propels the hunter up to 13 yards backwards and has a 30 second cool-down.
  • Distracting shot has been redesigned to act as a taunt, forcing the mob to focus on the hunter for 6 seconds.
  • Kill Command now increases the damage done by your pet’s special attacks by 60%, with a 20% reduction for each hit.
  • Mongoose Bite no longer requires the hunter to successfully dodge before being usable.
  • Monster Slaying and Humanoid slaying have been combined into Improved Tracking
  • Steady Shot now uses ammunition; its damage will be affected by the level of ammunition being used. Its cast time has also been increased to 2 seconds from 1.5 seconds.
  • The arming time of all traps has been reduced to 1 second from 2 seconds.
  • Wingclip no longer does damage.
Pet Changes
  • Each pet family now has a unique ability. New abilities have been added to families that previously didn’t have a special ability.
  • Two additional stable slots have been added so that a total of five pets can be maintained (four in the stable and one active).
  • Pet families have been placed in one of three categories: tenacity, cunning and ferocity. Each pet will have its own talent tree (based on its category) which can be accessed from the talent panel. Pets earn their first talent point at level 20 and gain one point every four levels.
  • Several abilities previously in the Beast Mastery tree have been reclassified as pet talents and are available in the pet talent tree.
  • Each pet can learn growl, cower and either bite or claw (never both). Bite and claw are the focus dump abilities for pets.
  • If a tamed pet would be more than five levels below the hunter’s level, that level will be increased to be five levels less than the hunter.
  • Loyalty levels, training points and the Beast Training skill have all been removed. Pets now learn all skills at level and will automatically learn new ranks as they level.
Talents
  • Beast Mastery
    • Focused Fire (Tier 2, 3 ranks) now increases the critical strike chance of Kill Command by 10% per rank and can stack up to 3 times, but diminishes for each charge of Kill Command.
    • Aspect Mastery (Tier 3, 1 rank) replaces Bestial Swiftness (See Below)
    • Pathfinding (Tier 3, 2 ranks) now increases mounted movement speed by 5% per rank in addition to increasing the speed bonus of Aspect of the Pack and Aspect of the Cheetah by 4% per rank.
    • Spirit Bond (Tier 5, 2 ranks) now increases healing done to the hunter and the hunter’s pet by 5% per rank in addition to the 1% per rank health regeneration for hunter & hunter’s pet
    • Animal Handler (Tier 6, 2 ranks) no longer increases mounted speed. It now reduces the cool-down of your Master’s Call ability by 5 seconds per rank.
    • Invigoriation, Added as a Tier 8, two rank skill (See Below)
    • Longevity and Cobra Strikes added as Tier 9, three rank skills (See Below)

  • Marksmanship
    • Improved Hunter’s Mark (Tier 2, 3 ranks) is completely re-designed. It now increases the attack power granted by your Hunter’s Mark by 10% per rank and reduces the mana cost by one-third per rank. The previous talent was 5 ranks and caused 20% per rank of the attack power bonus to apply to melee combat.
    • Improved Arcane Shot (Tier 3, 3 ranks) now increases damage from Arcane Shot by 5% per rank. Previously, it had 5 ranks and lowered the cool-down by 0.2 seconds per rank.
    • Rapid Killing (Tier 3, 2 ranks) no longer procs from Auto Shot, but does proc from Chimera Shot.
    • Improved Stings (Tier 4, 3 ranks) has been reduced from 5 ranks to 3 ranks, but the amount of damage done by Serpent & Wyvern Sting, the mana drained by Viper Sting and the reistance to dispel has been increased from 6% per rank to 10% per rank. (Provides the same effects for fewer talent points)
    • Readiness (Tier 5, 1 rank) has moved from the Survival Tree to the Marksmanship Tree. It replaces Scatter Shot, which has moved to the Survival Tree.
    • Concussive Barrage (Tier 5, 3 ranks) can now also proc from Volley and Multishot attacks. Previously this only was triggered by Auto Shot.
    • Combat Experience (Tier 6, 2 ranks) now grants 3% agility per rank up from 1%. The Intellect gain is unchanged.
    • Trueshot Aura (Tier 7, 1 rank) is now a raid-wide buff that increases melee and ranged attack power by 10%. This spell now only has one castable rank; all others have been removed.
    • Silencing Shot (Tier 9, 1 rank) will now interrupt the current spell being cast and lock out that school for 3 seconds if the target is immune to silencing effects.

  • Survival
    • Improved Tracking (Tier 1, 5 ranks) replaces Monster Slaying and Humanoid Slaying (both tier 1, 3 rank skills).
    • Surefooted (Tier 2, 3 ranks) has moved from Tier 4.
    • Survival Instincts (Tier 2, 2 ranks) has moved from Tier 5.
    • Scatter Shot (Tier 3, 1 rank) has moved from the Marksmanship Tree to the Survival Tree.
    • Deterrence (Tier 3, 1 rank) has had its cool-down reduced to 3 minutes from 5 minutes. This skill also increases your chance to resist spells by 60%. This is no longer a talent based skill, but trainable at level 60.
    • Survival Tactics (Tier 3, 2 ranks) replaces Improved Feign Death In addition to lowering resistance to Feign Death, it also lowers chance that traps will be resisted by 2% per rank and lowers the cool-down of Disengage by 2 seconds per rank.
    • Counterattack (Tier 5, 1 rank) has had its damage increased by 20%; this damage scales with the hunter’s ranged attack power.
    • Master Tactician (Tier 8, 5 ranks) has had its chance to proc increased to 10% from 6%.
    • Trap Mastery (Tier 9, 1 rank) is the renamed Clever Traps and moves from Tier 3 to Tier 9.
New Skills
  • Aspect Mastery - Aspect of the Viper - Reduces the damage penalty by 10%.
  • Aspect of the Monkey - Reduces the damage done to you while active by 5%.
  • Aspect of the Hawk - Increases the attack power bonus by 30%.
  • Beast Mastery - You master the art of Beast training, teaching you the ability to tame Exotic pets and increasing your total amount of Pet Skill Points by 4.
  • Cobra Strikes - You have a 20/40/60% chance when you critically hit with Arcane Shot, Steady Shot or Kill Shot to cause your pet's next 2 special attacks to critically hit.
  • Invigoration - When your pet scores a critical hit with a special ability, you have a 50/100% chance to instantly regenerate 1% mana.
  • Kindred Spirits - Increases your pet's damage by 4/8/12/16/20% and you and your pet's movement speed by 2/4/6/810% while your pet is active. This does not stack with other movement speed increasing effects.
  • Longevity - Reduces the cooldown of your Bestial Wrath, Intimidation and Pet Special Abilities by 10/20/30%.
  • Chimera Shot - You deal 125% weapon damage, refreshing the current Sting on your target and triggering an effect:
  • Serpent Sting - Instantly deals 40% of the damage done by your Serpent Sting.
  • Viper Sting - Instantly restores mana to you equal to 60% of the total amount drained by your Viper Sting.
  • Scorpid Sting - Attempts to Disarm the target for 10 sec. This effect cannot occur more than once per 1 minute.
  • Focused Aim - Reduces the pushback suffered from damaging attacks while casting Steady Shot by 23/46/70%, and increases your chance to hit by 1/2/3%.
  • Improved Steady Shot - Your Steady Shot hits have a 5/10/15% chance to increase the damage done by your next Aimed Shot, Arcane Shot or Chimera Shot by 15%, and reduce the mana cost of your next Aimed Shot, Arcane Shot or Chimera Shot by 20%.
  • Marked for Death - Increases your damage done by your shots and the damage done by your pet's special abilities by 1/2/3/4/5% on marked targets, and increases the critical strike damage bonus of your Aimed Shot, Steady Shot, Kill Shot or Chimera Shot by 2/4/6/8/10%.
  • Piercing Shots - Your Steady Shot and Aimed Shot abilities ignore 2/4/6% of your target's armor.
  • Rapid Recuperation - Reduces the mana and focus cost of all shots and abilities by you and your pet by 30/60% while under the effect of Rapid Fire, and you gain 1/2% of your mana every 2 sec for 6 sec when you gain Rapid Killing.
  • Wild Quiver - You have a 4/7/10% chance to shoot an additional shot when doing damage with your auto shot, dealing 50% Nature damage. Wild Quiver consumes no ammo.
  • Explosive Shot - You fire an explosive charge into the enemy target dealing 8% of your Ranged Attack power plus 238-286 fire damage. This charge will also blast the target each second for an additional 2 seconds. Each charge also deals one-quarter damage to all nearby enemies within 5 yards.
  • Hunter vs. Wild - Increases you and your pet's attack power and ranged attack power equal to 10/20/30% of your total Stamina.
  • Hunting Party - Your Arcane Shot, Explosive Shot and Steady Shot critical strikes have a 20/40/60/80/100% chance to grant up to 10 party or raid members mana regeneration equal to 0.25% of the maximum mana per second. Lasts for 15 sec.
  • Lock and Load - You have a 33/66/100% chance when you trap a target and a 2/4/6% chance when you deal periodic damage with your Serpent Sting to cause your next 2 Arcane Shot or Explosive Shot spells to trigger no cooldown, cost no mana and consume no ammo.
  • Noxious Stings - If Wyvern Sting is dispelled, the dispeller is also afflicted by Wyvern Sting lasting 16/25/50% of the duration remaining, and increases all damage done by you on targets afflicted by your Serpent Sting by 3%.
  • Point of No Escape - Increases the critical strike chance of all attacks on targets affected by your Frost Trap, Freezing Trap and Freezing Arrow by 3/6%.
  • Sniper Training - Increases the damage done by your Steady Shot, Aimed Shot and Explosive Shots by 2/4/6% if you are 30 yards or further from your target, and increases the critical strike chance of your Kill Shot ability by 5/10/15%.
  • T.N.T. - Your Immolation Trap, Explosive Trap and Explosive Shot have a 5/10/15% to stun targets for 3 sec when they land, and increases the chance your Explosive Shot will critically hit by 3/6/9%.
I've not done any real building of various PVP/PVE specs. I'm still trying to work this out for myself. I hope this has helped, at least a little.

Monday, August 11, 2008

Hunter (Re) Gemming

So my hunter is pretty well set up now. I finally got the Nethercobra Leg Armor on my leggings. I'm just an enchant away from replacing Savagery on my Legacy with 35 Agility. And now I look at my gems.

What I'm looking for in gemming is to replace all of my blue quality gems with epics. I'm going to be trying to get my hit rating over the 142 cap but as little OVER 142 as possible. Right now I'm 3 points over-capped. In general, I'm going to favor Agility over Attack Power. AP is probably the easiest buff to get in raids; agility is harder to come by.

Here's the table, showing my plans:

EquipmentSocketCurrentPlanned
HelmYellow+4HR/+4AGI+10AP/+5Crit Rating

Meta+24AP/Minor Run Speed+12AGI/3%Crit Damage
ShoulderRed+24 AP+24 AP

Yellow+8 HR+10 HR
ChestYellow+5 Crit/+10 AP+5 Crit/+10 AP
BootsRed+8AP/+6STA+5AGI/+7STA

Blue+4AGI/+6STA+5AGI/+7STA
BracersBlue+5AGI/+7STA+5AGI/+7STA

With these changes, I'll lose 2 hit rating (taking me down to 143 - still hit capped) and 22 AP.

I'll gain 5 Crit Rating, 14 Agility, 2 Stamina and 3% extra critical strike damage.

Since 1 AGI = 1 AP, I'll make up 14 of the lost 22 AP (net loss of 8). Additionally, my crit percent will go up 5/22.08% (from Crit Strike Rating) and 14 x 0.025% (from Agility). This is a .58% increase. I'll also be enjoying the 3% extra damage from critical strikes from the different Meta Gem.

The only drawback is even though I'm a jewelcrafter, I'm not exalted with the Consortium. Thus have no source for the recipe. Let's hope the guildmaster IS exalted with them.

Monday, July 28, 2008

Hunter Hit Rating

In order to get your level 70 hunter ready to begin raiding, you need to get your hit rating to the magic number of 142. This number is based on the fact that hunters are for the vast majority of the time going to be filling their enemies full of either bullets or arrows. With a very few exceptions, melee strikes shouldn't even be happening. Some hunters do equip two weapons and dual wield. However, for the purposes of the following discussion, I'm going to assume your hunter is using a two-handed weapon (axe, mace, sword or polearm)

So, why is hit rating such a big deal? Well, for PVP it's not. Since the hit calculation roll is based mostly on the difference in levels between attacker and target, two level 70's are going to basically be a wash. Where that difference starts to make itself felt is in heroics and raids. Raid denizens (bosses and trash) can be up to three levels higher than a player. To overcome the difference in levels, a hunter needs a hit rating of 142.

Knowing the number is only half the fight though. The real challenge lies in getting exactly to 142 because hit rating in excess of the cap is wasted. It doesn't add any further benefit.

There are several pieces of gear that will boost your hit rating. Again, we're only discussing normal dungeon drops and quest rewards.

Armor
Armor is where you'll find most of the hit rating. Blizzard tends to put hit rating on helmets & belts. But the full list is below

Helmets

  • Dream- Wing Helm - Drops in Shadow Labyrinth from Ambassador Hellmaw and has 13 hit rating.
  • Cenarion Thicket Helm - Quest reward from quests in Terrokar Forest (actual quest lines are slightly different for Horde & Alliance from what I can tell) and has 16 hit rating.
Pants
  • Greaves of Desolation - Drops in Sethekk Halls from Talon King Ikiss and has 12 hit rating.
  • Nether Leggings - Quest reward from Dr. Boom in Netherstorm and has 17 hit rating.
Belts
  • Tracker's Belt - Drops in Slave Pens from Mennu the Betrayer and has 14 hit rating.
  • Rune-Engraved Belt - Quest reward from Fel Embers in Shattered Halls. This has a whopping 24 hit rating on it. I can't seem to get a replacement for my hunter who routinely goes to Serpentshrine Cavern.
  • Shattrath's Champion Belt - Quest reward from How to Break into the Arcatraz and has 15 hit rating.
Hands & Feet
  • Gloves of Marksmanship - Quest reward from Leader of the Bloodcrest in Zangarmarsh with 16 hit rating
  • Fleet Refugee's Boots - Quest reward from Helping the Lost Find their Way in Terrokar with 17 hit rating.
Weapons
Some pieces here will have some decent hit rating on them. I've eliminated the non-hunter items from this list based on the stats (i.e. no Strength items here).

Ranged
  • Skyfire Hawk-Bow - Drops from Warbringer O'mrogg in Shattered Halls and has 14 hit rating.
  • Alley's Recurve - A quest reward bow from Mark V is Alive in Netherstorm that has 7 hit rating.
  • Deadeye's Piece - A quest reward gun from quests in Terrokar (the lines differ for Horde & Alliance) with 6 hit rating
Melee
  • Sonic Spear - Drops from Murmur in Shadow Labyrinth (if you can get it to drop) and has a whopping 24 hit rating. I ground for this so long, I got Legacy from Karazhan first.
Rings, Amulets, Trinkets & Glyphs
There are a large number of rings and amulets that are both drops and quest rewards. In fact, there are enough I won't list them all here. Be aware that as you get into this area you're going to be competing (for drops at least) with DPS warriors, enhancement shamans and rogues.

There is a trinket from Terrokar quests (Again, the line differs for Horde & Alliance) called the Terrokar Tablet of Precision. This baby has 22 hit rating on it and can easily fill holes until you get better gear.

Getting revered with Cenarion Expedition will allow you to purchase the Glyph of Ferocity with another 16 hit rating on your helm.

Filling in the Holes
So, now you've collected all the gear you can get and are still a few points short. How is it possible to make up the last few points of hit rating you need? Well, if you have gem slots you can use Glinting Orange Gems that grant +4 hit rating (and +4 agility) at the rare level; they grant +3 at the uncommon level. Rigid Yellow Gems grant +8 hit rating at the rare level; they grant +6 at the uncommon level.

Finally, you can also eat. Spicy Hot Talbuk grants 20 hit rating for the length of the food buff. The recipe comes from the daily cooking quest, so if you can't make it yourself, perhaps a guild mate can. (If you're looking for this recipe to drop, it only comes from the Crate of Meat reward from the daily. The crate can also contain the Kibler's Bits pet food recipe.)

Finally Hit Capped
So, that's all there is to hit rating. Get it to a minimum of 142 and then start playing with gear. As you start raiding you may absolutely need the Talbuk to hit your 142, but as you begin getting more gear you can switch to an Attack Power or Agility food. Welcome to the hit rating dance.

Friday, July 18, 2008

Hunter 101 - A primer

Note: Sorry if this one seems a little long. I play my hunter as my main now, and I'm pretty darned familiar with the ins and outs.

Hunter Role

The hunter’s role is easy. You only need look to BRK’s website to know that our number one role as a Hunter is providing Massive Quantities of Sustained Ranged Damage Per Second. We have other skills, discussed in other categories below, that we are expected to know and use appropriately. But at the core, if a hunter isn’t providing lots and lots of DPS, we’re not doing our jobs.

Luckily, the hunter is a “pure DPS” class. There is no spec that we can choose that doesn’t have at its core the requirement to kill things. It makes our jobs easy.
Possible Hunter Trees
The hunter has three trees available. Of these, one is mainly focused on the use of his or her pet, another is focused on pumping up the hunters ranged damage, and the last is about the hunter’s survivability and melee abilities. While all hunters will use skills from all trees, a hunter that focuses in a tree will be better at those abilities than a hunter who did not.

Hunter Defining Skills
Other than providing damage output, there are a few other things that are class defining. First and foremost, of course, is our pet. We are one of the two classes that have a constant companion in the form of a pet. Since you must control yourself and your pet (at least past level 10), a hunter can be more challenging to play than some of the other pure DPS classes.

Hunters also make good “pullers.” That is, with our extreme range we can often get the attention of mobs “down field” and relocate them to where our party wants to fight them. Picking a fight on your terms instead of the enemy’s terms can often be the difference between a won and a lost fight.

Hunters have at their disposal several tracking abilities that make them invaluable in finding mobs of certain types. Beasts, Giants, Undead, Dragonkin, Humanoids, Hidden, and Demons can all be tracked. While some other classes can track one or a few of each of these, only Hunters can track them all.

Hunters also have the ability to change their aspect to improve dodge, improve ranged attack power, move faster (both singly and for the party), prevent nature damage and regenerate our own mana. The kings of different stances and forms are druids, but hunters are holding their own here.

Hunters have one of the best threat reducers in the game in the form of Feign Death. Of all the threat reductions in the game, this is the most permanent reduction ability with the shortest time.

Finally, we have access to traps that can slow, incapacitate, or do damage. No other class can currently do anything of the sort.

What makes you a good Hunter
Hunters who never pull threat from the tank (whether this is another player or your pet) are some of the best hunters in the game. Two ways to avoid ever using your melee abilities are: modulating your damage output and using feign death. Feign Death completely removes the Hunter from the threat table and is essentially a “do-over” for generated threat.

Hunters should no need much attention from the healer. The only incoming damage should be from area attacks because good hunters can get out of the fight. Since hunters can heal their own pets, unless the circumstances are dire, the pets also shouldn’t need much attention from healers either.

Finally, hunters should be able to trap any mob he or she is asked to. Granted some enemies will be harder to maneuver into a waiting trap. Without being deeply specced into Markmanship, it’ll be challenging to get a spell casting enemy into a trap. But taking advantage of terrain and line of sight can generally accomplish this. A hunter must also never (ever) break his or her own trap. The two most likely causes of breaking your own trap are to have used Serpent Sting (a poison damage over time) on it or to continue attacking (either melee or ranged) after the enemy is safely encased in ice.

Little-Used Hunter Skills that you must master
Excellent hunters can also only fight on their own terms (at least against the AI). Being able to kite enemies and only engage them on your terms is the hallmark of a truly awesome hunter. Once, certain end-game bosses relied on a hunter to kite as the most accepted strategy.

Hunter Skills You Should Always Use
A previously unmentioned skill is the ability to Hunter’s Mark a target. This allows the hunter to keep track of marked mobs on the minimap as well as increasing the ranged (and with talents melee) damage done to the marked mob. You should always mark your target to increase the damage done to it.

Stings, finally, are another Hunter skill that can have many different effects, depending entirely upon what the Hunter desires. Draining life, mana, or the ability of an enemy to hit are all exceedingly useful hunter skills that the good hunter has mastered.

Emergency Hunter Skills
There are a number of emergency skills hunters can use. However, many of those skills are buried deep within the various talent trees. Bestial Wrath and Intimidation are skills in the Beast Mastery tree that can make the hunter and his or her pet immune to fear and deal more damage. There is also the ability to stun in that tree. The Marksmanship tree has gems such as a temporary stun and the ability to interrupt spell casting. The Survival tree offers abilities such as putting an enemy to sleep, refreshing all your skill cool-downs, or increasing the hunter’s chance to dodge and parry.

Advanced Hunter Skills
If you can have two (or even three) enemies encased in blocks of ice at once you are the king of chain trapping. As a brief primer on how to do this, you must place a trap and let the trap cool-down expire. Since the trap lasts for one minute and the cool-down is only thirty seconds, a trap can still be live after the cool-down is finished. Pull the first mob into the waiting trap and as soon as that trap is activated, place another trap. Hopefully, you can direct another mob into the trap you just placed. At this point any enemies not controlled must be killed quickly because the first enemy trapped will only stay in ice for a short time.

Even before having access to Misdirection at level 70, a hunter can still pull to the tank. Shooting an enemy and then running to the tank and feigning death will effectively put the enemies into combat with the tank. The tank must use some sort of area threat generation (thunder stomp, consecrate, etc.) to hold them all in place, however.

Stereotypes with Which Hunters Live
The usual insult hurled our way is that of being the “huntard.” The hunter is one of the easiest character classes to advance to the maximum level without ever grouping up with other players. When we have reached a level where we must group to progress, quite often we have developed too many bad habits by relying only on ourselves for 70 (or more) levels.

To help fight the huntard stereotype, ensure that you can perform your primary job without causing an undue burden on your other party members. Arrive at your mission with plenty of ammunition, consumables and a happy pet.

For as long as WoW has gone on, there is a joke about a piece of loot being a “Hunter Weapon” (or chest piece, belt, boots, what have you). To fight this stereotype, you should know the top three or four stats you need. Also, be aware that equipment that “increases damage and healing caused by magical spells and affects” is of nearly no use to you. At the very least, you should rather want agility, attack power, or critical strike rating.

Profession Considerations for Hunters
Nearly any profession can work for a hunter. Leatherworking can produce both leather and mail armor, this is a popular choice. Leatherworking also allows the creation of armor kits which can increase armor on four locations. At high skill levels, these armor kits can increase elemental resistances, increase mana regeneration and even attack power.

Engineering is often chosen because apart from water and repairs, the single biggest expense for a hunter can be ammunition for a gun. Engineers (who generally also take mining) can make bullets throughout the leveling process and arrows at end-game. Engineering can also allow use of goblin jumper cables after a hunter feigns out of a group wipe. This gives the hunter the chance to save everyone else (or even one person if the resurrection specialist has died).

Alchemy (and its companion herbalism) is also a popular choice for any character.

Tuesday, June 3, 2008

Don't be a Huntard

If hunters were not the easiest class to solo all the way to the level cap with, probably we wouldn't have the reputation of being completely unable to control ourselves, our aggro, or our pets. However, we are the easiest class to level and solo with. And, unfortunately, solo play style and group play style differ wildly.

Here are a few tips to help you to not be a huntard when you're actually in a group.

  • Turn Growl Off - Growl is a taunt that your pet uses to keep it high on the hate list of whatever mob you're fighting. This is a good thing if you and your pet are fighting something just the two of you. However, if you've a dedicated tank at your disposal, you don't want your pet taking the majority of the hits. Turning growl off allows the pet to do damage (which can account for a large percentage of your damage) without pulling aggro.
  • Use Aspect of the Pack (or Cheetah) only when appropriate - It's great to be able to move quickly (and grant that buff to your party) if you're running back in after a wipe. But don't forget to turn it back off. If anyone under one of these aspects is hit, they'll be dazed for a few seconds. Trying to tank while continuously getting dazed is neither effective nor efficient. Turn on a more reasonable aspect (like Hawk) when you're fighting and not moving quickly to your death point.
  • Feign Death - Yes, being able to feign out of a wipe is wonderful for you. But you should almost never feign when you have the aggro. The mob at that point is hellbent on running to you and giving you some chin music. Feigning at this point means you've lost any control over where the mob goes. Rather you should feign as you're getting close to pulling aggro. The feign will remove you from the threat list and the mob will happily stay glued to the tank.
  • Learn to Trap and DO IT - I've heard the argument that "trapping is ineffective and DPS is better." This is totally false in almost every case. Having one mob out of commission (cooling his heels in your trap) and fighting one mob is clearly superior to fighting two mobs at once. Yes, keeping something trapped will lower your DPS for those fights, but it will also lower your total repair bill (as well as those of your party) if you're not wiping because two mobs are running amok.
  • Carry everything you need - This includes food for you, food for you pet, potions, water, and ammunition. I always carry enough ammunition that if someone else doesn't have the bullets that I can supply them with a stack. Huntards have to hearth back to town after three pulls to buy more of any of the above.
  • Know what a "hunter weapon" is - Let's face it, we can use a LOT of different weapons. In fact, I don't think there's a weapon we can't use. Just because we can use it doesn't mean it's best for us. The vast majority of weapons out there are better for other classes than for us. Give the weapons to the classes who benefit from them most. If it's a choice between giving it to you and sharding the weapon, quite often you'll end up with the weapon.
  • Stack ZERO damage and healing from magical spells and effects - Very, very few of your abilities benefit from this stat. Some of your traps and special shots can benefit from this stat, but there is much better gear out there. Leave the mail bracers with +28 spell damage for the elemental shamans. You should be stacking attack power over spell damage.
  • Never Miss - Granted, this only makes sense at 70. However, 70 is when most huntards come into full bloom. You are the only ranged DPS class that can achieve the never missing goal. Spell casting always has a 1% innate missing chance, but your shots can never miss with enough hit rating. Find out what that number is and gear for it first.
  • Avoid Talent Tree Lemons - Each talent tree has some real losers in it. Find out what those are and avoid them.
  • Keep your pet under control - Aggressive is almost always a no-no for pets. Defensive is slightly better but takes dedication on your part. Passive is most safe, however you'll have to issue orders for your pet to attack. Also, watch out for your pet chasing "runners." It can easily aggro a whole new group by chasing a fleeing mob.
There are more ways to not be a huntard. But if you follow this list, you'll be well on your way to not being one. Now you're only challenge will be convincing folks that don't know you that you've overcome your huntardish tendencies.

Friday, May 2, 2008

Gear Uprades for Hunters

I've accumulated over 100 Badges of Justice on my hunter. And the time has come to make a decision about what gear I want to get next. Since I can only choose one piece, I've got to pick between a new chest piece or new leggings.

The new chest piece I'd pick up would be the Scaled Drakeskin Chestguard. This would replace my Gladiator's Chain Armor from battlegrounds.

I've done a little analysis, to make sure what I'm going to be losing. The badge piece is clearly superior in nearly every way. It has 122 more armor, 20 more agility, 9 more intellect, 12 less stamina, 2 fewer red sockets (which I've socked with 32 attack power), 4 less critical strike rating (from the socket bonus), 10 less critical strike rating(equip), 20 less resilience, and 76 more attack power, and finally 25 more haste rating.

Since 20 agility for hunters is equivalent to 20 attack power, 11.04 crit rating and 20 armor, I've factored all this together determine that if I switch I get:

  • 68 AP
  • -2.96 critical strike rating (I have 88 crit rating right now)
  • 142 Armor
  • 135 Mana
  • -120 health
  • -20 resilence
  • 2.38% haste (at 10.51 haste rating = 1% haste)
My choices in leggings are the Leggings of the Pursuit which would replace my Leggings of Beast Mastery. The badge pieces are better in every way except that I'm afraid I'd miss the pet buffs with my current pants. If pressed, I'd choose the badge legs.

However, happily (???) I only have enough badges to buy one. Thus, I'm intending to visit my band and pick up my badges and happily trot out to the island and get a new chest piece. And now, I'll have to get it enchanted....

Tuesday, April 22, 2008

Don't worry, my pet won't bite

A hunter in my guild sent me a question the other night about why his new pet bat (on an alt of his) wouldn't or couldn't learn bite. I asked a few questions and tried to answer his questions, but in the end couldn't come up with the right set of questions to ask as I was waiting to begin Karazhan. I promised to address his question here when I had more time to think of it.

Just for the record, the vast majority of my data and research for this article comes from Petopia. This is an awesome resource for hunters and if you'd don't use it, well, up yours.

Getting a pet to learn skill takes a couple of things. First, you as the hunter must have trained a pet that has the skill you want to teach. That is, if you've never had a pet that comes with a skill, like bite, you can't train it. Petopia will give you a list of pet families that can learn each skill and particular animals that are tamed aleady knowing a skill. The second thing you must have is enough training points to teach the skill. Rank 1 of most skills is 1 point. However, pets that have recently been trained may be too rebellious to have a positive total of points.

I have no evidence to support this, however, I recall training new pets and having them have negative points upon training. It takes them gaining loyalty to increase the points.

I suspect that this hunter is having the problem of knowing the skill, but the bat being too rowdy to actually be able to learn it. This is a problem with loyalty, not inability.

So, what's the best way to gain loyalty? Keep them happy! And the way to a pet's heart is through the stomach. Don't let the mood go to yellow or red, it must be green. In fact to keep happiness maximized, I feed the pet. Once they are no longer gaining happiness from that, I feed them again. The red/yellow/green indicator is really only ranges on the continuum of happiness levels.

Pulling numbers from thin air, say happiness can have numeric values from 1 to 1000. Dividing that up into three segments would mean that from happiness 1 to 333, the pet's mood is red. From 334-667 the mood is yellow; 668-1000 is a green mood.

The moment your pet's happiness goes above 667, the mood will be green. However, there is still a full range of happiness there to exploit. Keep feeding the pet until it stops gaining happiness at all (it'll show up in your combat log).

Then go engage mobs. Your pet should start working its way through the various loyalty levels from Rebellious (loyalty 1) to Best Friend (loyalty 6). Mania, who runs Petopia, discovered the chart for pet loyalty. It's avaialable on WowWiki.

So, unnamed hunter alt in my guild, I hope this helps. If not, hit me up in game and we'll consult the big guns.

Friday, March 28, 2008

I'm a BRK Twin (Almost)

I stole today's image from BRK. I admit it, I'm a thief. But not just of his image. No, you see, I stole his spec also. So, apart from a pet (and better gear on the REAL BRK) we're twin gun-toting dwarf hunters.

It all started when I got these nifty new [pants] at a reasonable price. People like Owaru have been telling/begging/pleading with me to go BM for ages now. So I finally did it.

I only got to run around with him for a few battlegrounds. But rogues did not seem to be a problem for me after my Scorpid went all big and red.

The only thing I think I need to do now is maybe swap out some of my AP gems for more agility. And start eating Warp Burgers instead of Ravager Dogs.

I guess we'll see.

Sunday, March 9, 2008

PVP Tips & Tricks - Hunters


Today I’m continuing the mini-series of PVP from the viewpoint of the Marksman Hunter. During the series, I’ll cover each class and what you should look for each of them to do. We continue today with Hunters.

Hunter
The mirror-match is always exciting. You should expect hunters to know your class inside and out. The winner of this battle will often be the hunter who knows the class better. Even if both hunters know the class equally well, the hunter who understands the difference in the specs will more often than not be victorious. As a Marksman hunter, you should know what to look for from both the populous Beast Mastery Hunter and less known Survival Hunter.
Things to watch for:

  • Feign Death will cause an attacking pet to disengage. It will also deselect them as your target. Watch for this and get the pet back on them as soon as possible.
  • Frost Trap will lock your pet in place (this is either immediately before or immediately after the feign)
  • If you run into a BM hunter, the only way to deal with Bestial Wrath (i.e. Big Red Dinosaur) is to feign. Trapping will not work.
  • If you’re a dwarf (like me), Stoneform will get rid of Serpent Sting. The sting you use is situational. I like Scorpid Sting for the hit rating debuff. Serpent Sting keeps a poison debuff ticking away and Viper Sting can drain their normally smaller mana pools.
  • Hunters generally aren’t getting healed much in BGs, so Aimed Shot is wasted on them. If they are BM spec, it may make sense on their pet since the mend pet will then be cut in half.
  • Neither aspects nor auras are removable with Arcane Shot.
  • Feign Death can also get the snakes from a snake trap off of you. However, they may quickly reacquire you as a target.
  • Survival Hunters have a chance to get an immobilization component with their traps.
  • The 41-point Survival Talent is Wyvern Sting. This puts the target to sleep for 12 seconds and applies a DOT after the sleep expires.
  • If a Survival Hunter recognizes you as Marksman, he or she may attempt to close to melee. In that case, use immobilizing tricks (Wing Clip, Frost Trap, Scatter Shot, and Concussive Shot) and treat them like another melee class. Most hunters will be very content to stay at range though.
  • Because of the tree, expect Survival Hunters to have more health than other hunters.
  • Since the pet’s damage is such a large component of a BM Hunter’s attack, the pet can actually kill you all on its own. You must keep a BM hunter in range of your attacks at all times.

Monday, November 26, 2007

Kiting Basics (from a Kiting Noob)

I have a confession to make. My hunter wasn't 60 before Burning Crusades came out. As such, I don't think he's ever been inside Upper Blackrock Spire which you may know is the primary instance in which hunters learn to kite. Since I spent exactly zero time kiting Drakkasith, I'm usually pretty ill-equipped to kite when it comes up now that I'm 70. So, the caveat here is that everything I say may be dead wrong. It's just things that I do that seem to help in my meager attempts at performing a key hunter skill.

First off, I've very rarely been asked to or suggested kiting in non-heroic instances. Most of the non-heroics allow other methods of crowd controlling the mobs in question where a kite isn't necessary. And since I'm not an expert, I don't try kiting unless there's no other method of dealing with whatever pull makes it necessary.

So, here's the things I do:

  1. Turn on Aspect of the Monkey if the mob is melee based. If the mob is slower than you can run with Aspect of the Cheetah, use that instead. Just make darned sure you don't get hit.
  2. Put a Frost Trap in the mob's path. There isn't much chance that a heroic dungeon mob will be affected, but it can't hurt.
  3. Park your pet as far away as you can and use misdirection to put the mob on your pet. This is almost surely going to result in a dead pet. But, it will buy the rest of the group time. Hopefully enough time to dispatch whatever else is there to necessitate the kite.
  4. Use concussive shot. Again, like the Frost Trap, probably ineffectual, but if it does slow the mob down, all the better.
  5. Use geography. The pathing algorithm for mobs will generally make them follow a real "path" instead of following your daring leap.
  6. If Frost Traps or Concussive shots are slowing the mob at all, use them whenever they become available.
  7. Know where you're running to. Especially on heroics, parties like to skip mobs because the risk is too high from engaging things you don't need to. We all know that heroic mobs hit hard. If you don't need to kill a group of 3, you don't. However, when it comes time to kite, you may need to run through where that group is or find an alternate route. Kiting is a last-ditch attempt for me, so if there are mobs in your kiting path, make your group clear them first. The last thing you want to do is make the last-ditch situation worse by adding 3 or more uncontrolled mobs to an already dicey pull.
  8. Know when you are going to pull aggro off from your misdirected pet. If you park the pet far enough away, it won't take long.
  9. Be ready to care for yourself. Take a potion if you get hit a few times.
  10. Be aware when the kite is over. Be ready to feign death and get the mob back on the party.
  11. Be aware of the path the mob will take. If for some reason you've kited him around another uncleared group, he's probably going to bee-line for your group once you feign. If he goes through the previously navigated uncleared group, he's going to bring them all back to your unsuspecting party.
So there's a list of things I do before a kite. I thought it might also be useful to point out the places I've been asked to kite mobs and how I've found to do it.

Place One: Steamvaults (Heroic or Normal)
The first boss in Steamvaults comes with two elemental adds. They are immune to all forms of crowd control except banishing. Since you can't have a warlock with you in every group, there are a few options. Have the tank get all three mobs and burn down the elemental adds in a pre-determined order or kite the boss. In heroic tanking all three mobs is probably a precursor to a party wipe. Directly out the boss' room is a rock (often with a mineral node on it) with a path on the other side. I park my pet down there near the water, then stand up beside the rock so I can see my pet. Cast misdirect and boogie over to the boss and fire. I get another couple shots in and then run back toward the chamber that leads to the second and third bosses. And hug the wall back towards the entrance of the instance--that's generally the direction we've cleared in. Take special stock in point 11 above. If you haven't cleared on the way in, she may run back through the mobs in the anteroom.

Place Two: Slave Pens (Heroic)
The two naga directly before the hallway leading to the first boss are not controllable. Two mobs hitting a tank in heroic is certain death. Luckily there's a large pump directly off to the right of those mobs (as you look at them). You can park your pet back there and misdirect away. I believe both of those mobs are slowable by frost trap and concussive shot.

Place Three: Underbog (Heroic)
The two guards directly before the first boss again aren't controllable and cannot be separately pulled. Luckily they are up on a platform with a long winding trail leading up (or down). The mobs will follow the path, but are quite quick. Pull (or misdirect) to pet and jump down.

That's all I've been asked to kite and all I know on the subject. Good luck out there.

Tuesday, November 6, 2007

Like playing a Hunter

It's funny how many real-world items have similarities to WoW. For instance, writing a blog is very much like playing a hunter. Hunters have a wide range of shots, stings & attacks at their disposal. The well-played hunter mixes up each of the shots to suit the exact needs. The well-written blog also mixes up the types of posts available to it, again to suit the exact situation. In both cases, spamming the same type of shot(post) over and over gets boring for everyone involved.

Let's look at the types of posts we have and the analogous hunter attack.

Misdirection: This can be one of the simplest posts of all. Find a good blog or website, post a link to that site (perhaps with some explanatory exposition) and hit publish. Your work here is done, effectively sending the masses off to another blog for their daily dosage. This shot is most often followed up by adding the blog to the blogroll.

Pet Attack: This is similar to misdirection. Find a good blog post. Where someone else has done all the work for you. Explain the linkage and link to the post. This can often be followed up with a post of your own either agreeing or dissenting with the original post. The difference between this and a misdirection is you're highlighting a particular post with pet attack, while a misdirect is just a good general blog.

Arcane Shot: Quick post. This is probably a quickly written post, containing mostly opinion or very trivial facts. There isn't a lot of writing or research time. Not a lot of thinking is required by the blogger for this type of post. Sometimes marked with the "rant" tag.

Stings: These are posts that give information over time. Taken together these can be quite long posts that require a lot of thinking and research. However, since they are presented over time, it is less work to both read and write on a particular day. Nearly all multi-part posts fit into this category.

Steady Shot: Medium effort posts both in terms of writing and research. In game Steady Shot has a 1.5 second cast time, thus there's a fair bit of commitment to this type of post. However, research shouldn't be excessively long and it should be fairly easy to spam this type of post. May even be re-packaging or collecting information presented elsewhere in a simpler format.

Aimed Shot: Here it is. The big mother. This post can take a very long time to research. The information is likely scattered in several places and must be painstakingly collected, collated, spindled, folded and mutilated by the poster. Even then the long time may require the poster to begin work days before the readership even knows its coming. Is sometimes broken up into several shorter posts, at which point it becomes a sting.

What post types are left off? Clearly the various hunter traps, but I don't like to write posts that execute malware scripts and highjack the reader's browser (freezing trap) and I'm not sure the various widgets that track hits and traffic on the site (track humanoid) are really blog post types.

Thursday, November 1, 2007

Neshura asks about pet training

So, fellow BRK acolyte from my guild, Neshura, asked about how to train her gorilla to be a better tank. While there will be pretty graphs in this post, there may also be just the teensiest bit of math. You've been warned.

I did some preliminary research, stopping at wowwiki first and finally ending up at petopia. While I've always found wowwiki to be particularly good especially in the formulas area, in this case they failed me. Petopia give me the information I wanted (almost).

The two pet skills she asked about in particular were Great Stamina and Natural Armor. Both of these skills have ranks that run from 1-11 and are available from your local pet trainer. I quickly produced two graphs (one for each skill)

Stamina Graph

Here, the orange line shows the number of stamina points received for training point. Notice how it starts high, gradually falls off into a bowl, and then shoots up at the lip. You're getting the most effect for training points up to about rank 6. The purplish line tracks for Neshura, using a gorilla and having her current stamina the effect on pet health for various ranks. The formula in question here is:

Pet Health =(Base+(30% hunter's stamina+ great stamina+spells)*10)*EndTrain*PetMod

Petopia only has base health for up to level 69, so I used that number (3941). I also used Neshura's stats & talent build from the armory to do my calculations.

Armor Graph
Here the orange line again shows the armor per training point spent and has roughly the same shape (without the lip on the right). The purple again shows the armor increase as the ranks increase.

The formula in question here is:

Pet Armor = (Base*Gorilla Adj.+(35%NeshArmor+Natural Armor))*ThickHide

Petopia only has base armor for up to level 69, so I used that number (6495). I also used Neshura's stats & talent build from the armory to do my calculations.

So what does it mean?

Knowing how Neshura plays, she's not doing a lot of raiding. And not much instancing. Basically, she's still burning through her quests. With this in mind, she probably doesn't need Avoidance (which cuts down on AOE damage) until she does instance. If she's fighting things that primarily do melee (not spell) damage, she'll be better off with putting priority on Natural Armor. However, if she's fighting casters, she'll do better with Stamina. Since the gorilla's thunderclap is one of 3 pet skills that can affect threat (the others are growl and cower) Daffodil shouldn't have problem HOLDING aggro. The only concern is her living through the aggro she holds. If I were training the pet, I'd max Growl, take the highest rank of Thunderclap available (I know she trained Daffodil in STV, but don't know which gorilla she got), get some points in bite and spend the rest in Armor and Stamina. And I'd give priority to one over the other based on what I expect to fight.

Hope that helped, Nesh.

Thursday, October 25, 2007

The Great Hunter Experiment - Update

Welcome to a special feature of the blog. Weekly, for the next several weeks, we'll be doing an experiment in hunter spec. Please read on.

Honestly, not much has been done on the experiment. Which is sad because I'm going to run out of "experimental" images before we get this puppy done. I've confirmed the attendees, my only concern is Qerk as the healer. He's not playing as much these days, and if I need to rely on him I'm going to have to work around his schedule. I might have Kikidas replace with her priest as the healer in question. Which means I'd need to clear with Malignance to take the warlock spot. Also, I've had a bit of a cash flow problem this week in acquiring all the mats & pots I need to run the experiment. You may have read that I got my epic mount! Yay me.

Additionally, Qerk is away from his computer for the week, running in some silly marathon. Anyhow, the experiment will continue. Hopefully by next Thursday I'll have some more details.

Thursday, October 18, 2007

The Great Hunter Experiment - Part One

Welcome to a special feature of the blog. Weekly, for the next several weeks, we'll be doing an experiment in hunter spec. Please read on.

Lately some of my guild mates and friends have been pressing to follow BigRedKitty's advice and respec my hunter to beast master. They point out the fights that BRK & Hobbes have recorded in Karazhan with both Moroes and the Maiden of Virtue.

They (and BRK) think that beastmaster is the spec for hunters to have. I've been marksman specced since I hit 70 a few months ago. So, to appease my own curiosity about the various hunter specs, I'm willing to set up an experimental study. I could just theorycraft the solution, but I wanted to run this as an actual experiment, using to the degree possible, good scientific method.

According to the experimental version of scientific method we must do the following:

  1. Define the question
  2. Gather information and resources
  3. Form hypothesis
  4. Perform experiment and collect data
  5. Analyze data
  6. Interpret data and draw conclusions that serve as a starting point for new hypothesis
  7. Publish results
  8. Retest
1. Define the question
The question is which is the more effective hunter build, my current marksman build or a proposed beastmaster build. There are both quantifiable and non-quantifiable measures of effectiveness. Perhaps the most easily attained measurements is damage per second for both myself and my pet. Since we expect my personal DPS to suffer from the respec but the pet's DPS to increase, the combined DPS from both hunter and pet would be the fairest measure.

There are other things I will gain with beastmaster and will lose. Most notably, my trap duration will decrease and I will lose access to both Scatter Shot and Silencing Shot. Pulling casters might be even harder.

2. Gather Information and Resources
The experiment should be constructed such that all other variables remain static except for the spec of the hunter. To this end, the group must have the same members in the same role running the same instance. The group must have access to exactly the same consumables over the runs and rebuff with missing consumables as soon as the buffs wear off.

Ideally, the group will be this:
  • Qerk, Healer. Qerk will eat Golden Fishsticks and drink Elixirs of Draenic Wisdom and Adept's Elixir. He will buff all members except Owaru with Blessing of Kings. He will buff Owaru with Blessing of Light. He will use Superior Mana Oil on his weapon.
  • Owaru, Tank. Owaru will eat Fisherman's Feast and drink Earthen Elixirs and Adept's Elixir. He will buff hunter & pet with Blessing of Might. He will buff casters with Blessing of Wisdom. He will buff himself with Blessing of Salvation. He will use Superior Mana Oil on his weapon
  • Babygorn, Mage. Baby will eat Blackened Basilisk and drink Adept's Elixir and Elixir of Draenic Wisdom. Superior Mana Oil will be used on the weapon.
  • Kikidas or Malignance, Warlock. Warlocks will eat Blackened basilisk and drink Adept's Elixir and Elixir of Draenic Wisdom. They will use Superior Mana Oil on their weapons. Imp will be primary pet unless actively crowd controlling with a Succubus.
  • Bremagorn, Hunter. I will eat Ravager Dog and drink Elixir of Greater Agility and Earthen Elixir. I will use Superior Mana Oil. Joanna will be buffed with Sporeling Snacks.
  • Joanna, Hunter Pet. Joanna will not respec for the experiment
Each participant will be supplied with one stack of each elixir, mana oil, and food. Also provided will be 10 each of Super Mana and Super Healing potions. Water will be provided by the mage.

The runs will be recorded with Wow Web Stats.

3. Form Hypothesis
The hypothesis is that there is a sustained 5% increase in DPS when moving from current build to beast master build.

4. Perform Experiment
I will begin assembling the materials for the run and contact participants. I hope to get the first "control" run done in the next couple of days and begin recording in earnest.

*Edited to incorporate Owaru's comments*

Tuesday, October 16, 2007

The Dead Zone is, um, dead?

Hunters of the world, rejoice!

The dead zone is either dying or already dead. If you don't know of what I speak then, well you're (a) not a hunter, (b) never PVP'd a hunter (c) don't play WoW -- So what are you doing reading a WoW blog then?

The dead zone is the imaginary circle surrounding the hunter which is "too close" into which to fire a ranged weapon and yet "too far" for melee combat. I've been nuked hard by mages that know exactly how far away to be to melt my face. Part of the class, I say.

So the dead zone is going away. And everyone's happy. Well, maybe not quite SO fast. What does this mean for hunters and the community at large.

First and foremost, we'll never see an annoying "You are too close" message. Great. Can't come soon enough. And I'll never have to gimp my DPS by trying to maneuver to get far enough away inside an instance (with a narrow hall for added fun) to even shoot at something. Call me a big fun-sucker, but I don't think this is necessarily something to be happy about.

Hunters are pretty much tuned (in Blizzard's eyes) to be competitive on the DPS charts with their special needs. But how about now? Are we going to be nerfed because all of a sudden we're OP? And what about the Survival Tree? There are a handful of skills in that tree that are all about melee. And if I've suddenly got no deadzone, will I ever even take a swing with my [Legacy]?

So, while I'm not for, I'm not against this change. I guess I'm on the fence and will need to wait and see.

Friday, October 12, 2007

Hunter Luvin'

Well, if you've been living under a rock without internet connection (in which case, how are you reading this) you're probably not aware of the sweeping changes in the 2.3 PTR Notes. There's so much loving goodness in the next patch, I've got to break them down by classes and stuff.

Traps and Stings:

  • Explosive Trap: The initial damage dealt by this trap is now also increased by 10% of your ranged attack power.
  • Immolation Trap: The total damage dealt by this trap is now also increased by 10% of your ranged attack power.
  • Serpent Sting: The total damage dealt by this sting is now also increased by 10% of your ranged attack power.
  • Serpent Sting, Immolation Trap and Explosive Trap all gain additional damage based on ranged attack power.
All good stuffs here. Especially for those of us who have put nearly all their effort into increasing Attack Power. Granted, I don't use traps much apart from the crowd controlling aspects, so the extra damage isn't that big a deal. But for the AOE fights with proper AOE classes lacking, it could have an effect. But why not Snake Trap too?

Bug Fixes:

  • Steady Shot: Tooltip clarified to indicate base weapon damage is used in the damage calculation.
  • Readiness: This talent now finishes the cooldown on Kill Command.
  • Misdirection: This spell will now always be removed correctly if multiple Hunters overwrite each other's Misdirection.
These things just make sense. The only one I've noticed effecting me was the Misdirection one. It was painful in Shadow Labyrinth in a group with 2 hunters where one of us would totally waste his misdirection with overwrite.

Updated Skills:
  • 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.
Yay for no mana. I wonder if it'll make SmartBuff stop telling me I need to re-apply Trueshot Aura when I'm in a group with another MM hunter.

New (OMFG) Skill:
  • Arcane Shot (Ranks 6 and above) now dispel 1 Magic effect in addition to their normal damage.
This is huge. HUGE. As infrequently as I PVP, I rely heavily on Arcane Shot to take out the casters quickly. Now if I already rely on this shot, how much better does it get eating one of their buffs? Couple this with a fact buried in the mage changes that we can all see target buffs when Detect Magic is removed, and we can SEE Arcane Shot working. I'm very excited about this one.

Profession Changes:
  • 20 and 24 slot Quivers and Ammo pouch recipes are now available (through Leatherworking)
OMG. *faint*

Changes to Hit Rating:

  • Expertise: 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%.
  • Dwarf: Gun Specialization now increases chance to hit critically with guns by 1% rather than increasing weapon skill. Troll: Bow Specialization now increases chance to critically hit with bows by 1% rather than increasing weapon skill.
This means my post of a few days ago, BRK's post on wowinsider, and hundreds of threads on elitistjerks.com are WRONG. Now we (the dwarfs) have to make up to 9% hit rating to not miss 73 bosses instead of only 6%. And I don't think changing that to crit chance is really amenable.

Wednesday, October 10, 2007

Hit Happens

Next time, I wish Neshura would give me an easier topic to theorycraft on. She wanted to know about hit rating.

First things first. I'm merely pulling together information that's freely available on the internet. As my good friend Tom Lehrer would say, "Plagiarize, plagiarize, plagiarize - Only be sure always to call it please 'research'." With that esoteric reference aside, I'll dive right in.

Things you need to know:

  1. There is some (limited) math in this post. Viewer discretion is advised.
  2. This works for MELEE and RANGED classes only. Please do not attempt to apply the (limited) theorycrafting to your shadow priest.
  3. When World of Warcraft determines a hit (commonly referred to as 'rolling'), several things are determined simultaneously. A single roll accounts for many results. Most notably the roll determines miss, block, dodge, parry, critical etc. The rest of the results that aren't "special" in some way are the times when you hit. So, raising hit actually contributes more to lowering your miss.
  4. Raid or dungeon mobs have a defense equal to their level times 5. That is, level 73 raid bosses have 73*5 = 365 defense.
There are two formulas that determine miss percentage, based on the difference between your weapon skill and the targets defense.

If the difference between your weapon skill and targets defense is 10 or under:
  • 5% + (Defense Skill - Weapon Skill)*0.1%

If the difference between your weapon skill and targets defense if over 10:

  • 7% + (Defense Skill - Weapon Skill - 10)*0.4%
Thus, if you're a level 70 character, with 350 weapon skill and you're fighting a level 73 boss, we use the second formula (since 365-350 > 10. Miss percentage = 7% + (365-350-10)*0.4%=7%+5*0.4%=7+2%=9%.

If, however, you're a dwarf hunter, using a gun your weapon skill is 355 (hooray for racial weapon bonuses). This drops us into the FIRST formula. Miss percentage = 5% + (365-355)*0.1% = 5%+ 1% = 6%. This also applies to a troll hunter using a bow.

So, how do we make up that last remaining percentages to statistically make a miss impossible? Well, there are two ways. Slightly more than 3.9 Weapon Skill Rating (not the same as Weapon Skill Level) gives about 1 point of Weapon Skill Level. So stacking 20 weapon skill level will actually make up 5 points of weapon skill level. The second way to make up the difference is with +hit rating. Each 15.8 hit rating you can acquire lowers your miss by 1%. A dwarf (with gun) or troll (with bow) thus needs +hit rating of 95. Other hunters need +hit rating of 142.

I've not found a ton of guns or bows that a level 70 would use that have weapon skill rating on them. So, I've resorted to +hit. Currently I'm at 75 hit rating (which is not the 95 that I need being a dwarf) but I miss pretty infrequently. I'd say less than 1% of the time.

The last thing I need to mention for hunters, if you're deep enough into Survival Tree (but who is really?) Surefooted will increase your hit percentage (that is lower your miss percentage) by 1% for each of the three points you can take. This drops non-dwarves and non-trolls to needing only 95 +hit. And for us lucky suckers with racial weapon bonuses, we need a mere 48 +hit.

Monday, September 24, 2007

Whiskey Tango Foxtrot

As a hunter who is lucky enough to have received an insanely lucky drop of [Legacy] (Sorry BRK!)I routinely look for other hunters in my travels around Azeroth that are carrying the same blade.

Imagine my surprise when last night while being a good guild mate and running a couple of sub-40s through all wings of Scarlet Monastery that I saw a level 69 hunter with a Legacy like axe on his back.

Fast-forward several minutes while I check my character sheet to ensure that Legacy does indeed require level 70 and how does this level 69 nobody have MY AXE?!?!?!?

Thank good for the armory because that allowed me to look him up real quick (He was horde, I am alliance -- inspect doesn't work) and notice that he's not carrying [Legacy] at all but instead is carrying [Glorious War-Axe]

Man. Couldn't Blizzard even change the freaking graphic on the War-Axe so the hunters who are drooling over Legacy can at least stand out a LITTLE?