In a future Beta build, Disengage will cause the Hunter to jump back from their target 10-15 yards. As a result of this buff, however, the cooldown will be extended to 30 seconds.
This really is the change Hunters need, more that the recent Aspect of the Beast and Mongoose Bite changes by far. What we really needed is a way to get back to range, and between this and Master's Call, we should now have a relatively dependable non-talented way of doing just that. 10-15 yards may seem a bit low, but it should be more than enough to get off a quick concussive shot, set a trap, or use a talented crowd control ability such as Intimidation, which will become instant cast rather than on next attack.
Another set of baseline ability changes has to do with traps, and should be very helpful in both PvE and PvP. Freezing Trap will no longer break on any damage, but will instead break on a set amount of damage -- meaning a stray cleave or a miscast DoT won't completely ruin you. With this new functionality, Bear Trap will be removed and replaced at level 80 with Camouflage, which is returning after being discarded. Since setting a trap won't break Camouflage, it will become incredibly useful for setting PvP ambushes as well.
There's plenty of other exciting changes on the way for Hunters, including a talent tree revamp that's currently up on Blizzard's official Beta site. Look for analysis of that in the coming days on WoW Insider. It's looking more and more like Wrath's going to be a great time to be a Hunter, and we're looking forward to seeing how the class plays with all their new toys at level 80, in both PvP and PvE.
The Colosseum takes us inside the world of the Gladiator (Brutal, Vengeful, Merciless and otherwise), to interview some of the top Arena fighters in the battlegroups. Our goal is to bring a better understanding of the strategy, makeup, and work that goes into duelling it out for fame, fortune, and Netherdrakes.
At the time of this article's posting, Passive Enemies is the #1 team in the 2v2 ladder on the Reckoning Battlegroup. SK Gaming's arena ranking tool reveals that they have third highest rating in the USA region. So, Passive Enemies is indisputably a strong team, with a powerful showing in the 2-person Arena. And this isn't their first season doing so -- Reflex carries the coveted "Vengeful Gladiator" title. WoW Insider was able to catch up with Reflex while he was rocking out in Warsong Gulch, and he was willing to take the time to answer some questions for The Colosseum. Take a look after the jump to see what he had to say.
"Water?" I hear you asking. How could plain old mana water be Phat Loot? But this is no ordinary water, my friends -- it's also known as Cheater's Juice. This, dear readers, is Arena water.
Requires level 65. On drinking, restores 7200 mana over 30 seconds. Which isn't that great -- you can get this water from any Mage, right?
But this water doesn't come from a Mage, and that's what's so special about it. It's the cheapest vendor water you can buy -- just 25s and two (that's right, two) Honor points per 5, in stacks of 20. Just one BG will earn you enough to not worry about the Honor points, and overall, you'll save money (probably even cheaper than that Mage you're tipping every time you log in) every time you buy it.
And, as Arena players all know, this is the only non-Mage water usable in the Arenas. As the tooltip says, it's "carefully extracted for warfare use," so Arena players who can duck out of combat (Hunters, for example, can Feign Death out of combat and drink) can get back some mana fast even without a Mage in the group.
Plus, as all Warcraft players (and bloggers) know, tears are the tastiest drink of all. Mmmmm tears. QQ moar pls.
How to Get It: This tasty drink is just a vendor away -- you've got to run to the Officer Accessories Quartermaster in each capital city to pick up your couple of stacks. That's Brave Stonehide in Orgrimmar, and Master Sargeant Biggins in Stormwind City. Give them your money and a couple of Honor points, and the drink is yours. Who needs Mages anyway?
Getting Rid of It: You could, um, drink it? Otherwise, you can sell it back to the vendor for 1s 25c, which is suprising -- these are the tears of stars, people! Famous people cried their eyes out just so you could have these!
Welcome once again to Scattered Shots, WoW Insider's spot for all things Hunter, except for the stuff Big Red Kitty covers. Daniel Whitcomb will be your host today (a day late, for which he apologizes) as David Bowers tries to shake off some extra aggro.
The state of Hunters in PvP is perhaps one of the most debated subjects in WoW PvP. Some call Hunters overpowered for their dispelling Arcane Shot (which is going away in Wrath, to be sent to the non-damaging Tranquilizing Shot), while others point to their low Arena representation and the ease of using line of sight to negate most of their DPS and Abolish Poison to get rid of their main PvP utility as proof that they need buffs. Regardless, even the devs acknowledge that Hunters probably need some help in PvP, and class designer Koraa recently spoke on the subject on the Beta forums. In his post, he covered the problems he sees Hunters having, and how Blizzard will be helping with those moving forward into Wrath.
Unfortunately, his solutions seem confused in and of themselves. They involve giving Hunters more melee attack power (instead of more way to break from melee so they can use their ranged weapon) and a variety of talents scattered around many trees in such a way that it will be difficult for a solid PvP build to get them all. And, as I mentioned in a post yesterday, they still aren't giving pets resilience.
Other Hunters such as Megatf have done an excellent job responding to some of Koraa's points in the thread itself, but I'd like to address and respond to the post myself in this week's column, and see how they stack up to the problems Hunters face in small scale Arena PvP.
A while back, class designer Koraa told Warlocks that their pets would be getting their master's hit percentage. Today, he confirmed the same for Hunter pets. This should definitely be a godsend for raid level DPSers of both classes. Conventional wisdom is that reaching your personal hit cap is pretty much the single best way to increase your personal DPS total, and being able to do the same for pets should only provide a noticable increase to DPS, as well as keep any special buffs or debuffs said pets apply coming in with a minimum of interruption.
Unfortunately, something else Koraa said on the same post is a little less exciting -- resilience is nowhere on the table for being shared. They believe that they currently have the right amount of survivability for pets. In a group situation, you or your group should be healing the pet, and in Arena play, any time spent killing the pet provides a benefit in the form "crowd control" while the DPS is focus firing your pet.
Unfortunately, as the player of a level 70 Hunter and Warlock who have both seen extensive 2v2 Arena play, I'm not sure it's that simple.
I remember the day that patch 2.3 was released.I got out of work atsix PM as was stoked to get home and try some of the glorious improvements.I had a 25 minute commute then, north on I-15 right past the Las Vegas Strip.Usually by six most of the traffic had cleared and it was pretty smooth sailing- except that day.Some genius decided that it was a good idea to reduce the four-lane freeway to one.My left leg aching from working the clutch and blood pressure rising from impatience and a bit of road rage, it took me about an hour and a half to get home.I should be used to pushback though; I play a caster in WoW.
Debigmacca of Aman'Thul believes that Wrath would be a good time to do away with spell pushback.His argument is based on the number of stuns, fears, and assorted other of immobilization effects that abound in the current state of the game.There was some agreement with the original poster that spell pushback is unnecessary as casters often quickly fall prey to melee DPS.There's only so much a trinket can do.
It happens from time to time. Players get tired. Whether it's from raiding or PvP or just playing the game in general, there comes a low point where you just feel like taking a break. Right now, I'm just about tired of Arenas. This comes after a long wait for Season 4 to start. It just doesn't feel as fun anymore and even a little stale. Nothing significant has changed from the last Season, with the biggest -- if it can be called that -- class balance change coming in the form of a nerf to Cheat Death. Class representation hasn't changed, with Druids, Rogues, and Warriors still generally on top of the 2v2 and 3v3 food chain.
I write this knowing that two classes I play -- Paladin and Shaman -- are bottom-feeders in the 2000+ range in 2v2 and 3v3 brackets (along with, you guessed it, Hunters). That's fine. I know my classes' places in the hierarchy of Arena viability. Pro player Serennia's poor and embarrassing use of the Paladin at MLG Orlando only further exposed the problems of the class in the 3v3 format. That's the reality, and I've dealt with it for the past seasons. I concentrate on our 5v5 where those classes are more viable, get my points, get my gear, and that's that. But therein lies the problem -- that's that. Nothing more.
Just in case you wanted to know what the deal was with Arena ratings as we all headed to level 80, let Bornakk clarify for you -- while level 70 rated fights will still count, levels 71-79 are back to skirmishes, and rated fights can only happen again at level 80. And while Bornakk doesn't mention season timing at all (does Blizzard ever, beforehand?), our guess would be that they'll hold off on announcing any new PvP items until a good number of people have had a chance to level up to 80 and get situated in the brackets -- of course, depending on how fast people level up, that could be pretty quick.
But he does say that there will be no more new level 70 rewards, so what's out there right now is what you get. What we still don't know is whether Arena points from level 70 will carry over into the level 80 bracket, or whether there will be a complete reset of all the ratings and totals for the new bracket. There are good arguments for both sides (some players want a fresh start, while others don't want their winnings so far to count for nothing), but so far we haven't heard anything official yet.
So there are still a few things for Blizzard to decide with the higher level Arena system, but they've got time -- it's unlikely that they'll make people rush to 80 just to get involved in the Arena. It seems that when these next ten levels of content come out, Blizzard will switch some focus back to PvE and battleground PvP rather than the Arena game.
The beta client was patched against last night, and the process was nice and smooth. The realms were actually up earlier than their estimate, which was a shocking difference from what we see on Live realms. Of course, Live realms see maintenance at the same time, so maybe that was the difference. The patch wasn't a big one by any means, it was actually quite small compared to the last one.
This patch is mostly Mage and Shaman changes, but it also contained the beginnings of Blizzard's built-in threat meter. I can't say its the greatest implementation ever, but it's a start and the information it provides is already proving itself infinitely useful to mod authors such as the fellow behind Omen. More on that another time though, you're here for the patch notes and the patch notes I shall provide. Check behind the cut for the recent changes according to the candlestick.
Unfortunately, his clarification isn't all that clear -- he reiterates that win trading (the act of exploiting the queue in some way to face a chosen opponent, or face the same team multiple times) is against the spirit of the game and against Blizzard's wishes (though his wording gets a little strange when he brings the Terms of Service into it -- we think that by "these actions all fall in line with our fair use clause," he actually means that they violate the clause). He does, however, go on to say that there are certain places in the system where facing an opponent multiple times will happen, and that that's obviously not the fault of players. So that, it seems, is the confusion: players were worried that because of the lack of population in the queue or other factors, that they would be accused of win trading, and Bornakk is saying that's not the case.
Not that Blizzard hasn't been cracking down on win trading as much as possible lately, but the fact is that if there's a way to exploit the system, players will find it and do it. Blizzard says they're working on squashing "agreements" between players, but even then, Arenas may never end up being completely fair.
Last time around, Massively introduced us WoW players to Age of Conan, and today they've posted a guide to Guild Wars for us World of Warcraft players. Unlike AoC, I have actually played Guild Wars, and they've hit the nail on the head here: for two of the most popular MMOs, Guild Wars is very different from our experience in Azeroth. From a completely instanced overworld (everything outside the cities is instanced, so you won't see anyone else out there questing with you unless they're in your group) to a much more streamlined leveling system and a completely different PvP game (you actually create different characters for PvP, something WoW players have actually been asking for), Guild Wars is a very different game, and definitely an experience worth trying for those of us ingrained with the way they do things in Azeroth.
However, one thing Massively missed was the community of Guild Wars -- because the game doesn't have a monthly fee at all, there seems to be a very different audience playing it, and the feel of the chat channels and city general channels is very different. If you thought the trade channel was chaotic in Ironforge, just wait until you get into the starter area of Guild Wars -- because the game has no AH, not only is there more crazy business to be done, but people playing the game for free seem to have even less of a conviction towards making it a good experience for everyone else. WoW's community is a little crazy, but at least there are a few good people out there who'll group up or give you a port to Shattrath. In Guild Wars (in my experience), maybe it's a combination of the instanced world and the free-to-play quality, but it's very much an every-man-for-himself game unless you're playing with friends you know.
Not that GW is a bad game -- I enjoyed it, and still jump in occasionally to do some questing. But it's very different from World of Warcraft and many other MMOs.
The World of Warcraft official armor sets page has been updated to feature the Season 4 or Brutal Gladiator pieces. Just as with past sets, you'll be able to review the armor pieces on each class and their respective races as well as view the stats for each item. Season 4 started on June 24, after a long 30 week wait since Season 3 began, finally opening the floodgates for Sunwell Plateau-level PvP gear. Check out WoW Insider's extensive Brutal Gladiator gear guide and comprehensive gallery for more detailed information on Season 4 gear.
Every Wednesday, Encrypted Textexplores issues affecting Rogues and those who group with them. This week Jason Harper, the new Rogue feature blogger, discusses the state of the Rogue class, effects of the 2.4.3 patch and the news from the Wrath beta.
I think I've got a pretty big job ahead of me as the new Rogue columnist here at WoW Insider. Sitting here, freshly unwrapped, I know I'll have to both balance the need to fairly represent "real" issues and not get too lost in "rah-rah-rogue" points of view. I'll need you, dear reader, to keep me honest and call-out the unintentional errors or oversights. We're a community and I absolutely want to know what you are thinking, what you love or hate and what you'd like to see me bring to this column that represent your needs.
Like a "do-not-toast-in-the-wrapper" warning on your box of PopTarts, I'd like to point out that any references I make to skills or talents in the Wrathbeta should be taken with a grain of salt since they are subject to change at any time.
The premiere 3v3 Arena team from Europe of Cherez, Beasteh, and Hydra -- aka Nihilum Arena -- won top honors at the recently concluded Championship Gaming SeriesArena Tournament. This win comes after their notable absence from MLG Orlando despite a 2nd place finish in San Diego. Considering the purse for the MLG series is $12,000 (and an HP Blackbird for each team member), Nihilum fortunately participated in this tournament, winning a whopping $25,000.
Frag Dominant Duelists continued their strong showing on the pro circuit, finishing 2nd again after falling to Orz in MLG Orlando about a week ago, and placing first in MLG San Diego. FD-DGFG ran a double healer Rogue, Druid, Priest comp, taking home $12,500 after their defeat to Nihilum Arena's Hunter, Druid, and Priest. Two runner-up teams took home $6,250 apiece. The tournament used a format that pitted Europe's against the United States' best in the finals.
The coverage was different from the MLG series, being much more friendly to viewers not overly familiar with the game or Arena tournaments, with extensive previews of the characters used by the players, and an overview of the Arena maps prior to matches. The shoutcasting was also much more casual-friendly, at a significantly slower pace than the MLG coverage. The choice of the infamous Leeroy Jenkins to commentate was definitely a marketing move, with more than a few mistakes (calling Scatter ShotDistracting Shot, saying Ice Block's cooldown as 2 mins vs. the correct 5, being fooled by Cherez' Feign Death, etc.). The level of analysis wasn't as deep as MLG's, which featured Arena pros for commentating. Camera view was also an overhead style as opposed to the third person view used by MLG. Both tournaments had good points, and it's exciting to see Arena play gaining a stronger foothold in the pro gaming scene.
This week we have a fair amount of humorous adventures, including an ill-timed leak, success in disguise, a handy brick, a clever wolf, and even some snakes.
Humorous Plot
Dark Legacy Comics has seen an end to the NPC tyranny, as "Whitemane" exposes The Horace Hypocrisy.
NoObz has some insight on patch days, from the mobs' points of view.
This week's installment of The Adventures of Disgraph T. Dwarf almost didn't happen, and the announcement of the delay is worth reading itself. Fortunately, Episode 23: WoW TV arrived in time for Sunday Morning!