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Posts with tag traps

Scattered Shots: Beloved complexity


This week on Scattered Shots, David provides a break in the rushing waves of Patch 2.4 news to wax philosophical about his love of being a hunter. To be perfectly honest, he hasn't had time to even try out the new patch yet, but he's really looking forward to waxing on and off about the patch at some point as well.

They say that being a hunter is WoW on easy mode, but in reality, the "easy mode" style of hunting is only the beginning of what a hunter can do. Sadly many hunters never really arise out of that stage - easy hunting can become like a rut in which one may not even realize that there is another way to do things. A player can rise out of this rut, however, either through an enterprising nature, or through acquaintance with a good hunter role-model. However one rises to it, the opportunity is there for hunters to do all kinds of things amazing things, mostly at the same time.

In fact, you could say that a fundamental mechanic of the hunter class, probably the mechanic I love most in the entire game, is that of controlling multiple characters at once: the hunter and the pet. You have the most control over your hunter character, obviously, and the pet functions as something like a yo-yo which is attached to the hunter. You can point the pet in the direction of an enemy to attack, or you can recall it to wherever you are, but you can't tell it, for instance, to kite an enemy around in circles in the same way you yourself could.

The limitations inherent in the abilities of the hunter and the pet, as well as the synergy between them, reminds me a bit of chess. Managing both the pet and the hunter to greatest effectiveness in different situations means you have to keep more than one thing in mind at all times. When you play most other classes, you can just pay attention to them and what they're doing, but being a good hunter requires you to be more aware of what's going on around you, just like chess requires you to keep track of the whole board, not just the little portion of it where the most action is happening.

Continue reading Scattered Shots: Beloved complexity

Scattered Shots: The line of sight between hunters and the Arenas

I'd like to take a break from the hunter leveling goodness we've had the last few weeks in Scattered Shots to take a look at where hunters stand as a class in Arena PvP, and where we might be going in the future. Blizzard developer Kalgan's measurement of how the different classes are faring in the Arena got me thinking quite a bit about the state of hunters -- currently functioning at the lowest place with 50% or less representation in the three Arena types at high rating brackets, followed by mages and shamans, in the 2vs2 Arena especially.

What in the world is causing such a huge discrepancy between hunters and other classes when it comes to high-rating arena representation? When I play in Arenas and Battlegrounds, I don't feel like my class is somehow deficient or underpowered. My team's Arena rating is average -- we're not the best, but not the worst either. When I get beaten, I usually feel like the other team actually played better (or outgeared us, at least), so it's rather hard to see what's so messed up about hunters.

The most obvious issue I can think might be the issue is that of Line of Sight. Hunters obviously have a rough time shooting at things behind sort of obstacle. In battlegrounds there are more wide open spaces, so it seems less of an issue there, but in Arenas it can get fairly annoying. Classes like warlocks and shadowpriests can just put a damage-over-time spell on you, and then hide behind a pillar, while druids can move freely around obstacles to give them plenty of time to heal themselves between your attacks. Warriors and other melee classes can hide for a bit, then get in so close that you can't use your best ranged abilities on them for a few seconds until you can somehow get away.

Continue reading Scattered Shots: The line of sight between hunters and the Arenas

Upcoming Hunter changes

Hunters received a lot of changes in patch 2.3 and now Salthem on the european WoW forums has announced even more. Patch 2.3.2 will bring three buffs to the class, or two buffs and one un-nerf, depending on how you look at it. Check out the list of changes below.

Continue reading Upcoming Hunter changes

BigRedKitty: Snakes Are People Too

Each week, Daniel Howell contributes BigRedKitty, a column with strategies, tips and tricks for and about the hunter class sprinkled with a healthy dose of completely improper, sometimes libelous, personal commentary.
Freezing Traps may be the bread-and-butter of the raiding hunter, but we've got other toys with which we can also be useful. Frost Trap is spiffy when you want to help your casters do tons of AoE damage. Explosive Trap can be used in conjunction with Misdirection to pull patrol mobs. But the most fun a hunter can have without Misdirecting a Fel Reaver onto a priest is with Snake Trap. Snake Trap is new with Burning Crusade and if you haven't played with it, we understand why.

The Snake Trap tooltip is one of the worst things we've ever seen in terms of explaining just what the bejeezus a spell does. But Snake Trap is so useful, so clever, so bloody brilliant and spiffy that you can use it just about anywhere, on almost every pull, and we're positive that you'll wonder why it hasn't been nerfed already; it's that good.

Now quit reading out loud. If Blizzard hears how much we love Snake Trap they'll be sure to downgrade it. Keep reading to yourself and when you realize how often you're going to use Snake Trap on your next raid, just chortle quietly.

Continue reading BigRedKitty: Snakes Are People Too


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