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Hunter Preview for CataFollow

#1 Apr 09 2010 at 2:11 PM Rating: Good
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Source: http://www.mmo-champion.com/

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With the upcoming World of Warcraft: Cataclysm many game elements will be changing, and each class will be receiving a number of tweaks. Here, we will explore the changes that are being made to the gun-wielding, pet-training hunter. The information you’re about to read is certainly not complete, and is only meant to act as a preview of some of the exciting new things to come. Without further ado, let’s take a look at the new hunter abilities!

New Hunter Abilities

Cobra Shot (level 81): A new shot that deals Nature damage instead of Physical damage. This ability will share a cooldown with Steady Shot. This will give hunters an alternative to Steady Shot on heavily-armored targets, and we will have talent incentives in the Beast Mastery tree to make this a signature shot.

Trap Launcher (level 83): When used, the next trap can be shot to a location within 40 yards. This provides the current Freezing Arrow treatment to all traps and, as a result, we will be removing the current ability Freezing Arrow. 1-minute cooldown. No global cooldown.

Camouflage (level 85): The hunter enters an obscured state that prevents him or her from taking ranged damage. The character would still be subject to melee or area-of-effect attacks, and dealing or taking damage will break the Camouflage effect. The hunter can move and set traps when under Camouflage, and will receive a damage bonus when attacking while under Camouflage (which will then break the effect).

Resource Mechanic Change

Here we come to the meat of the upcoming hunter changes.

* Hunters will no longer use mana; instead the class will use Focus. Focus generates much like Energy, by building up. It will not be affected by Intellect at all. Haste will improve its generation. Hunters will generate roughly 6 Focus per second, slightly less than rogues' Energy generation rate of around 10 Energy per second. Below, we have listed some examples of how we intend Focus costs to operate:
o Steady Shot/Cobra Shot: No cost. Generates 9 Focus per shot (or 12 per second instead of 6).
o Arcane Shot/Chimera Shot /Explosive Shot: 45 Focus.
o Aimed Shot/Multi-Shot: 60 Focus.
o Concussive Shot/Tranquilizing Shot: 35 Focus.
o Rapid Fire/Master’s Call/Disengage: 30 Focus.


Changes to Abilities and Mechanics

In addition to the resource change and new abilities listed above, we intend to make adjustments to some of the other abilities and mechanics you already know well. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we’re going for with each spec.

* A major change coming for the hunter is the removal of ammunition. Guns, bows, and crossbows will now do damage without consuming ammunition at all. There will be no more ammo slot on the hunter’s character display. Any ammunition that a hunter has at the time of the change will become gray sellable items. Existing quivers will be converted into large bags -- though each hunter can only have one and non-hunters will not benefit from this change -- and we will not be making any additional quivers.
* Pet management will also change. Hunters will now have two types of attainable pets: active pets and stored pets. Hunters will be able to have up to three active pets (perhaps five for Beast Mastery specialized players) and will have the ability to switch among these pets any time they are out of combat, without going to town. They will also be able to have a large number of pets in storage at the stables. In order to swap a pet from active to passive, a hunter will still need to visit their local Stable Master. However, this should afford ample storage for the many Spirit Beasts wandering the lands of Azeroth.


* Additionally, hunters will now start with a race-appropriate pet at level 1 and will be able to tame a different pet at level 10. We are also changing many pet family abilities to provide important buffs and debuffs. The intention is to allow the hunter to be able to swap pets and fill a position if a certain role is missing from the group. The goal is to have all pets provide a damage increase that is very similar and no greater than any other pet. Some examples of the changes we are making to the pet families are listed below:
o Wind Serpents: Will provide a debuff that increases the amount of spell damage taken by an enemy (similar to a weaker version of the warlock ability Curse of Elements).
o Ravagers: Will provide a debuff that will increase an enemy's Physical damage vulnerability (similar to a weaker version of the warrior ability Rampage).
o Hyenas: Will provide bleed damage (similar to a weaker version of the druid ability Mangle).


* Stings and other periodic effects will now benefit from haste and critical strike ratings. Hasted damage-over-time abilities do not lose duration, but instead add additional damage ticks.
* Viper Sting will now restore 9 Focus every 3 seconds.
* We are reinforcing hunters as a ranged class. To this end, the class will now start with ranged abilities at level 1, and we will be removing some melee abilities, such as Mongoose Bite.



New Talents and Talent Changes

* Beast Mastery hunters will have a new talent called Careful Aim, which increases the damage of the next Steady Shot or Cobra Shot, but also increases the cast time of these abilities. The intention is to make the combination of spells into a decent damage opener, especially in conjunction with the new ability Camouflage.
* Beast Mastery hunters will also have talents that make Cobra Shot superior to Steady Shot, such as Longevity reducing the cast time of Cobra Shot to 1.5 seconds.
* Rapid Recuperation will cause Rapid Fire to give 20/40/60 Focus immediately and will cause Rapid Killing to generate 3 Focus per second.
* Efficiency will reduce the Focus cost of Chimera Shot, Aimed Shot, and Arcane Shot.
* Thrill of the Hunt grants Focus when you land a critical strike.
* Hunter vs. Wild increases the hunter’s Focus generation when his or her pet is snared, stunned, or rooted.



Mastery Passive Talent Tree Bonuses

Beast Mastery

* Ranged Damage
* Haste
* Pet Damage


Pet Damage: Many of the passive benefits to pet damage will no longer be available in the Beast Mastery talent tree. However, these will be provided through the new Mastery mechanic.

Marksmanship

* Ranged Damage
* Armor Penetration
* Double Shot


Double Shot: The hunter will have a chance to launch a free attack off of the global cooldown for 50% damage.

Survival

* Ranged Damage
* Ranged Critical Damage
* Elemental Damage


Elemental Damage: Hunter abilities such as traps, Black Arrow, and Explosive Shot will do elemental damage of the following types: Arcane, Fire, Frost, Nature, and Shadow.

We hope you enjoyed this preview, and ask that you provide your initial thoughts and feedback on what was presented here. Please keep in mind that what you’ve just reviewed is a work in progress and as we move closer to the Cataclysm beta, you’ll see these planned changes as well as others continue to develop in response to feedback and testing.
#2REDACTED, Posted: Apr 09 2010 at 2:34 PM, Rating: Sub-Default, (Expand Post) So is Blizzard just intentionally making every change to the game worse?
#3 Apr 09 2010 at 11:00 PM Rating: Good
I think a lot of those are fantastic changes. I'm lookin forward to leveling another hunter.
#4 Apr 10 2010 at 4:29 AM Rating: Decent
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80 posts
I love these changes. More world pvp skills are always awesome.
I'm curious about how the focus thing is gonna work out, as seeing most of the time you'll be focusstarved in pvp. Well, so I predict :). And if disengage is gonna cost 30 focus (5 sec waiting in melee range before you can use it), it might end up being quite a gimp for hunters.
Bm also looks nice again, I'm surely switching my offspec to BM and keeping ms MM ... Even more auto-shot proccing shots? Well yes please!
The Camo thing looks great, although I have absolutely no idea how it's gonna work out, but I'm sure it'll be a great skill.
#5 Apr 14 2010 at 11:27 AM Rating: Default
It does look like we're going to have to manage our Focus very carefully but as little as Bliz has said about the regeneration is slightly confusing as to how it will work. I also wonder how much the full bar would have, I'm going to assume 100 focus, which will make the regen very important indeed.
It will all boil down to how much focus each shot uses and how fast we can regenerate it for the shot rotation(yes I know rotation is a bad word).
#6 Apr 14 2010 at 11:13 PM Rating: Good
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2,346 posts
I think it's all going to depend on if our shots still have their cd's which I'm sure they will and if they do I don't seen any real problem being focus starved.

Steady Shot has no cost and generates 9 focus per shot, same with cobra shot too.

So lets see if I can map out a current MM shot into focus, minus serpent sting since there is no focus example for it;
Start: 100 (100)
Chimera: -45 (55)
GCD: +9 (64)
Aimed: -60 (4)
GCD: +9 (13)
Steady 4x: +36 (49)
Total: 100-45+9-60+9+36 = 49 roughly

I guess it'll be a bit different, I don't know if energy automatically starts regening right after a spell, i believe it does so you could say I guess that

Start: 100
Chimera: -45
Aimed: -60
Steady 4x: +36
Regen 9sec: +54
Total: 100-45-60+36+54 = 85

Depending on serpents focus cost, the opening shots could be the same but since this is based on starting at 100 it'll have to be adjusted by the second time around. Though I think my numbers are pretty pretty rough and probably wrong.

Anyone else have any other thoughts?
#7 Apr 19 2010 at 1:36 PM Rating: Good
A bit of insight from someone who has been playing an energy-based class for four years. It may be useful info, maybe not.

You need to remember through these previews that Blizzard will not just keep all numbers the same, switch to a focus mechanic and call it a day. Damage will be tweaked, because you're operating on an entirely new limiting factor. The current hunter works on GCDs; if he is not shooting an arrow, every time, it's lost damage. The focus model (and energy models) have a limiting factor of focus. Over the course of a fight you will get X focus (not quite due to steady shot, but that's the idea) and your job is to use it as efficiently as possible. Since you guys can regen focus it'll still be GCD-linked, but aside from Steady Shot this means that time spent not hitting buttons is not damage wasted unless at 100 focus.

In PvP this supports the hit-and-run style. Dump attacks into somebody, use traps/camouflage to buy time for focus regen, and dump it again. Hunters' range requirement already supports this, but having a mana pool supports the "blow your load and drink" strategy. Focus gets both parts of the hunter working on the same idea. Rogues/kitties already work like this (well, Rogues are more a cooldowns/die toggle, but *in theory*...)
#9 Jun 28 2010 at 7:14 AM Rating: Default
Why am I disappointed ammo is going away? ...I felt the same way about the quivers/pouches already, I mean, there's nothing really lost by doing so, but they were fun to have, even if they did take up space for an extra bag.

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"Perfection is achieved, not when there is nothing left to add, but when there is nothing left to take away."


That said...I wish they add the ability to use throwing weapons in the same way as bows/guns for Hunters. I know at the moment they serve as stat cookies for classes that don't use ranged weapons primarily anyway, like Rogues and Warriors, but, I've always fancied being a Dwarven Axethrower.
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