Monday, July 27, 2009

Hunter Changes 3.2

click for PTR 3.2 Patch Notes

Hunters

  • Aspect of the Cheetah: Can now be learned at level 16. Good for 10-19BGs
  • Deterrence: This ability now allows the hunter to parry spells and attacks from behind as well as in front. Now has a new visual spell effect. Cool. I know I don't use this enough, but likely will now.
  • The time that traps will exist in the world after being put down has been reduced to 30 seconds, down from 1 minute.
  • Frost Trap: Will no longer "fizzle" on targets immune to snare effects, however Lock and Load will not succeed when using Frost Trap if the target is immune to snare effects.
  • Snake Trap: The Mind-numbing Poison effect has been reduced to a 30% increase in casting time, down from 50% to match similar effects.
  • Traps now have separate 30-second cooldown categories: Fire (Immolation Trap, Explosive Trap and Black Arrow), Frost (Freezing Trap, Frost Trap) and Nature (Snake Trap). A hunter can have one trap of each category placed at one time. Trapping should prove interesting as they don't last as long but we can put different ones down at one time. So not quite a chain but kind of? The problem is trap duration time. So you won't be able to freeze trap in a chain, but damage, snake then freeze? Hmm.
  • Talents
    • Beast Mastery
      • Catlike Reflexes now also reduces the cooldown of your Kill Command ability by 10/20/30 seconds. Using Kill Command more - yeah!
    • Survival
      • Entrapment: This talent no longer works with Immolation Trap or Explosive Trap.
      • Lock and Load: Now has a 22-second cooldown. The Lock and Load effect cannot be obtained on targets immune to snare effects when Frost Trap is used.
    • Pets
      • Roar of Sacrifice: Redesigned. This ability can now be used on any friendly target to make that target immune to critical strikes, but the hunter pet takes 20% of all damage taken by that friendly target. Cooldown is now 1 minute, up from 30 seconds. Keep the healers (or others) up in groups/raids by taking 20% damage that's a nice ability.

Classes: General

  • All pets now receive 40% of their master's resilience and 100% of their master's spell penetration. In addition, if a player is at their appropriate spell hit chance or hit chance maximum, their pet will be at the maximum for spell hit chance, hit chance, and expertise. If they are below the maximum, their pet will be proportionately below those maximums. Not really sure how/if this affects hunters?
  • Replenishment: This buff now grants 1% of the target's maximum mana over 5 seconds instead of 0.25% per second. This applies to all 5 sources of Replenishment (Vampiric Touch, Judgements of the Wise, Hunting Party, Enduring Winter Frostbolts and Soul Leech).
  • Silence, Strangulate, Silencing Shot, and Arcane Torrent: These abilities will also apply a 3-second Interrupt effect against non-player controlled targets, making them more versatile against creatures immune to silencing effects. Great for MM hunters on NPCs.
Bug Fixes
  • Hunters
    • All ranks of Sonic Blast now properly have an 80 Focus cost.
    • Black Arrow Ranks 5 and 6 training costs have been lowered significantly.
    • Furious Howl: Ranks 1-5 will no longer give slightly more attack power than is listed in their tooltips.
    • Lock and Load: The tooltip for this talent has been updated to indicate that it also works with Explosive Trap.
    • Roar of Sacrifice: Damage transferred to pet is now considered Nature damage.
    • The tooltip for Improved Tracking has been slightly re-written to indicate that it only works on the hunter, and works on melee damage as well.
    • T.N.T. (Rank 3): Now indicates that the talent works with Black Arrow

Items: General

  • Agility: The amount of agility required per percentage of dodge has been increased by 15%. This change required recalibrating the amount of dodge a player has with 0 agility by a slight amount as well, so all players will see their dodge percentage vary a small amount.
  • Block Value: The amount of bonus block value on all items has been doubled. This does not affect the base block value on shields or block value derived from strength.
  • On-Use Block Value Items: All items and set bonuses that trigger temporary increases to block value have been modified. Instead of increasing their block value amount by 100% like other items, they have all had their effect durations doubled. This applies to Glyph of Deflection, Gnomeregan Autoblocker, Coren's Lucky Coin, Lavanthor's Talisman, Libram of Obstruction, Tome of the Lightbringer, Libram of the Sacred Shield, the tier-8 paladin Shield of Righteousness bonus, the tier-5 paladin Holy Shield bonus, and the tier-5 warrior Shield Block bonus.
  • Dodge Rating: The amount of dodge rating required per percentage of dodge has been increased by 15%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply.
  • Item Buy Back Feature Revised
    • The Item Buy Back time will now expire if the player enchants or sockets an item. Players will see a confirmation dialog box now when they attempt to enchant or add gems to an item giving them a last chance to reconsider.
  • Items with Triggered Effects: These items generally have cooldowns on how often they can be triggered. Those cooldowns are now triggered each time the item is equipped (example: A trinket has a 45-second cooldown on an effect triggered by player attacks; when a player equips that item, the effect will be unable to be triggered for the first 45 seconds it is worn).
  • Mounts
    • The cast time for summoning any ground mount is now 1.5 seconds, down from 3 seconds.
    • Apprentice Riding (Skill 75): Can now be learned at level 20 for 4 gold. Mail will be sent to players who reach level 20 directing them to the riding trainer.
    • Journeyman Riding (Skill 150): Can now be learned at level 40 for 50 gold. Mail will be sent to players who reach level 40 directing them back to the riding trainer.
    • Expert Riding (Skill 225): Can now be learned at level 60 for 600 gold from trainers in Honor Hold or Thrallmar. Faction discounts now apply (Honor Hold for Alliance; Thrallmar for Horde). Flight speed at this skill level has been increased to 150% of run speed, up from 60%.
    • Artisan Riding (Skill 300): Faction discounts now apply (Honor Hold or Valiance Expedition for Alliance; Thrallmar or Warsong Offensive for Horde).
    • In order to further equalize the number of purchasable mounts available to each race, a new 60% speed ground mount has been added for night elves, and a new 100% speed ground mount has been added for the undead.
    • Flying over Dalaran and Wintergrasp is now possible so long as players keep a healthy distance above the ground.
  • Mana Regeneration: All items that provide "X mana per five seconds" have had the amount of mana they regenerate increased by approximately 25%.
  • Parry Rating: The amount of parry rating required per percentage of parry has been reduced by 8%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply. Parry still diminishes more quickly than dodge.
  • Resilience: No longer reduces the amount of damage done by damage-over-time spells, but instead reduces the amount of all damage done by players by the same proportion. In addition, the amount of resilience needed to reduce critical strike chance, critical strike damage and overall damage has been increased by 15%.
Tome of Cold Weather Flight: New heirloom item. Players who have reached level 80 can now purchase this book for 1,000 gold from Hira Snowdawn, the Cold Weather Flying Trainer in Dalaran. Similar to other heirloom items, this item can be mailed to other characters of the same realm, account and faction. The book is consumed when read training the character in Cold Weather Flying. Requires level 68 While not hunter specific, this is going to be nice for those with alts heading to Northrend.


click for Hunter Q&A with Ghostcrawler -

I'm not sure I buy the complete difficulty of endless arrows from Bliz! Even if the vendor available ones were endless - like thrown weapons. The vendored ones do have levels attached so ? Add more rep grind ones along with new recipes for alchemists/enchanters/engineers/blacksmith to 'buff up' arrows with frost, fire, poison, armor penetration, mana regeneration. Heck include as random world drops from chests, mobs, etc. Make it that you can't 'switch' arrows during combat if that would make it to op. There are ways to do this!

Seriously grinds me to spend 30g+ for Saronite Razerheads arrows per stack of 1000 AND have repair bills from group/raid wipes. Lowering the cost to make it doesn't mean the sellers will lower their cost just as easily or quickly!

Current arrow selection by type/level.


Why do hunters use mana? We don't benefit from +spell power, mail gear post level 40 with +intelligence is hard to come by, so why do we use mana?

We have Aspect of Mana - love it/hate it. Love it that we have it. Hate being in it so much as leveling on a PvP server it is - imho - safer to kill slowly and have mana while leveling than run out and get killed by another player because I'm a 'caster' that is oom and going to die!

How about some new armor patch/spell thread/enchants for intelligence would be a quick fix and give all the crafters new things to make.


Pet slots, being greedy about pets of course I want more, but really think 5 is pretty decent unless they start to add new tameable ones! I mean if you have a tenacity, cunning, ferocity, the last two are usually sentimental or the 'I tamed it' types. Especially now that we do not have to train pets by taming others to learn the skills. (Although I admit I did like that aspect of the game and thought the difficulty added to the fun of being a hunter.)


BM - I do hope they'll make it viable for raiding without making it OP. Can't theorycraft worth a darn, but do believe BM pets should provide more buff to the hunter/group/raid than not and definitely bring something that MM/SV do not. Not necessarily more damage, but choosing BM should really bring something to the table for raiding. I think this is truly hard to balance as what you want viable for raids would be op for pvp.

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