Forum Settings
       
Reply To Thread

New PATCH!Follow

#1 Nov 07 2004 at 9:38 PM Rating: Decent
http://worldofwarcraft.com/patchnotes/patch-11-07-04.html


Hooray!!! Hunter talents 4 the win!
#2 Nov 07 2004 at 9:44 PM Rating: Decent
**
286 posts
Silly unstable servers...

I did get in for about 30 seconds. I talked a bit, got attacked (probably will respawn dead), and found that my Wrath icon has changed. :P
#3 Nov 07 2004 at 10:54 PM Rating: Good
*****
14,326 posts
Big patch.

Must go play my lvl 12 Hunter and see what talents I have.
#4 Nov 07 2004 at 10:57 PM Rating: Decent
***
1,073 posts
Wow, just checked the updated talent lists. Wow. Priests finally get the Holy line overhaul they've been wanting, and it looks impressive.

But even more impressive are the Hunter and Paladin talent lines! If I were playing Paladin, I would have a VERY hard time deciding what talents to take. They all look terrific. What a great patch.
#5 Nov 07 2004 at 11:05 PM Rating: Good
*****
14,326 posts
Just spent some time looking over Hunter talents.

I'm excited. There are some really good stuff in there.

Hurry up download for update, I want to play. Smiley: grin
#6 Nov 08 2004 at 12:41 AM Rating: Decent
***
1,073 posts
Did you guys notice? There's stuff in the patch that's not in the patch notes-- for example, apparently shaman get a self-reincarnation ability (!). So be sure to check your class' updated spell lists and talent trees-- there may be a few goodies you didn't know about.

Also, tremble in fear, mortals... Open beta is scant hours away...
#7 Nov 08 2004 at 12:44 AM Rating: Decent
****
4,520 posts
One thing i noticed about hunters talents, the final pet ability looks pretty strong if you ask me.
#8 Nov 08 2004 at 1:09 AM Rating: Decent
***
1,073 posts
"One thing i noticed about hunters talents, the final pet ability looks pretty strong if you ask me."

I agree-- and actually, it's part of why I continue to insist people shouldn't give up on their Survival talents. Look at it from a PvP point of view: how often are people going to stay at range against a hunter? Of course you prefer to stay at range, but it's not realistic. Anyone respectable in melee combat is going to totally ignore the pet and come right after you.

Your strategy, then, is to keep yourself alive and use your pet as a persistent DoT. The final pet ability, and several of the Survival talents, seem custom-made for just that kind of situation. Use the pet as a life tap and constant source of damage while adding your own damage in and concentrating on keeping alive.

Now, if you play PvE, the final Beast Mastery talent is probably wasted on you. You won't be taking much damage yourself if you're using your pet right. In that case, go hog-wild with the Marksmanship and Beast Mastery talents, and maybe a few survival if you really want to.
#9 Nov 08 2004 at 12:59 PM Rating: Good
*****
14,326 posts
The Hunter talents look like they are set up to make 2 different builds of Hunter.

I call 'em:

Ranged Hunter and Melee Hunter (yes, all hunters are ranged, but read further and see what I mean..)

The Ranged build is more for the Hunter that has others on the front lines (pet or party) so he just sits back and shoots arrows (talents like the concussion arrow increase, which slows the target, and increased pet health and attack).

The Melee build is more the solo Hunter. Can get up and hack 'n slash when needed. (better dodge, evasion, and the talent for melee increase, and pet attack).

This seems to be the build I'm leaning towards (this will also be the PVP Hunter).

I've found that I tend to open combat with a Sting, then just auto-shoot arrows until it's in melee range, then unleash with my dagger (and as soon as I can find a trainer, my axe.. or maybe I'll stay dagger and go axe on dwarf hunter). All the while my pet is attacking.
#10 Nov 08 2004 at 1:12 PM Rating: Decent
The beast line looks the best easy to me, but I have the last talent trained and I don't get health when my pet hits something. It may be bugged.
#11 Nov 08 2004 at 1:22 PM Rating: Excellent
*
200 posts
Ooh, I believe that they somehow fixed the problems that they were having with faction now! Happy day. I was playing around with my little Dorf Warrior and found that after completing some quests that I was gaining faction. Good to know that they have finally fixed this afer HOW many patches? /fume
#12 Nov 08 2004 at 2:33 PM Rating: Decent
If you look closely you would realize that the Marksmanship tree is the way to go it certainly will higher out DPS and make us a contender in PvP if you get a little of Survival also. I am dissapointed with the last spell in the Survival Tree. VampyreKnight, no offense but are you kidding me the spirit bond talent is pathetic lol.

Marksmanship4thewin
#13 Nov 08 2004 at 2:43 PM Rating: Decent
I actually maxed out almost all pet abilities and it's a monster in comparison to what it used to be. It could probably act as an off tank. I didn't like what I saw in the ranged combat tree. I don't play to melee much either so just cross that off.
#14 Nov 08 2004 at 4:51 PM Rating: Decent
****
6,678 posts
I'm playing around with my hunter, amidst trying to figure out how to play paladin again, so I might not devote myself to it, but I chose a melee focus for my initial pick in talents. Doing a lot of Mongoose Biting and Riposting. It's fun, it's in your face, but I'll decide if I like it after I *really* play with it before I go back and respec Marksmanship.

I'm a little disappointing with the HP-from-pet-hits talent as well. I haven't tried it, but it just doesn't sound that helpful - if you have a beefed up pet, are you (ideally) going to be getting hit that often? And will 20 per hit matter at that point, keeping in mind you need to be at least level 40 to get that?

Pure speculation at this point, though.
____________________________
Only the exceptions can be exceptional.
#15 Nov 08 2004 at 5:09 PM Rating: Decent
****
4,520 posts
Azuarc wrote:
I'm a little disappointing with the HP-from-pet-hits talent as well. I haven't tried it, but it just doesn't sound that helpful - if you have a beefed up pet, are you (ideally) going to be getting hit that often? And will 20 per hit matter at that point, keeping in mind you need to be at least level 40 to get that?


Well the thing is, you can always aim for beefing up a fast attacking pet which, even at 40+, 20 hp is a lot to just keep you going in a battle. Plus if you get mauled to death and have only a few hp left, mend up and send your pet against some lower con mobs/critters.

Now for the things I dislike about this patch:

Durability loss on death: It further beats melees over the head with money sinks. Casters normaly dont get hit in fights unless soloing, and even then, the durability loss due to that is rather low compair to being in melee every moment of the battle. What this does is that when a caster does die, it still costs them cheaper to repair, while a melee, you die most frequently in groups and have more durability on your items which leads to more money spent.

What this also means is many more people will be wary to PvP. Before the most you could risk in PvP was losing time running back to your corpse, but now, you lose money for losing a battle that has no rewards other than enjoyment of pvp.

This is all not to mention the pain at lower levels where durability issues are high. So essentially when you are liable to die the most and have the least amount of money, you have to spend more money and time running back to town to repair.

Thats all im really going to say mainly because some of the other stuff like reagents and class buff/nerfs are highly opinionated and will just spark endless fights of warriors and shamans going on the defensive while mages and others whine.
#16 Nov 08 2004 at 7:32 PM Rating: Decent
****
6,678 posts
Quote:
Durability loss on death: It further beats melees over the head with money sinks. Casters normaly dont get hit in fights unless soloing, and even then, the durability loss due to that is rather low compair to being in melee every moment of the battle. What this does is that when a caster does die, it still costs them cheaper to repair, while a melee, you die most frequently in groups and have more durability on your items which leads to more money spent.


Melee don't have components to any of their skills.
____________________________
Only the exceptions can be exceptional.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 151 All times are in CST
Anonymous Guests (151)