ARE THE FLOODGATES OPENING?!
if by flood gates you mean going from 7890 in queue to 5678 then hell yeah im fucking FLYING right now.
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Posted kannetixx on 14 November 2014 - 03:01 AM
Posted Savoh on 05 November 2014 - 03:28 PM
Posted Nahj on 05 November 2014 - 04:55 AM
Posted DjBenx on 09 August 2014 - 02:59 PM
Posted Dills on 31 October 2014 - 10:18 AM
· Wyvern Sting now has a 1.5 second cast time and is castable while moving.
· Dismiss pet now ignores line of sight (dismiss pet is not usable in arenas so this doesn’t change much there, however can be useful in World PvP, BGs, and Dungeons/Raids).
· Traps have been changed so they no longer have arming times and can also instantly trigger. However, traps shot by trap launcher will still have their travel times, yet they will activate instantly upon the travels completion.
· Traps can no longer be disarmed.
· 3 New Talents - Info on these can be found under the talents section.
· At level 100 all specs will be given Enhanced Camouflage which will heal 3% of your maximum health every 1 second while Camo is active.
· Marksmanship gains the leveling perk Enhanced Aimed Shot which will make your Aimed shot crits restore 20 focus.
· Marksman hunters will now have 20 extra focus from the improved focus leveling perk.
· Marksman hunters will be able to use Kill Shot at 35% HP or lower, instead of 20%, at level 100.
· Thrill of the Hunt now affects Aimed Shot.
· Survival hunters will have 50% reduced CD traps with their leveling perk, giving survival hunters ~12 second CD traps at 100.
· Careful Aim has been changed slightly. Its increased critical strike chance on its effected abilities not only applies to targets at 80% or higher health opponents, but now also while rapid fire is up.
· Chimera Shot has been renamed Chimaera Shot. It has also been changed to hit your primary target as well as a nearby target (be careful about breaking CC with this) dealing X amount of Frost or Nature damage to each target.
· Aspect of the Fox has now been brought back to the game, with a new design. It is now a 3 minute Cooldown, 6 second duration raid buff that allows all spells and abilities to be casted while moving. This also applies to the Sniper Training Mastery for Marksman hunters, as well as towards the Powershot and Barrage talents.
· Aimed Shot is now castable while moving and will no longer interrupt your auto attacks.
· Lock N Load has been reworked. It no longer procs from your Ice and Freezing traps. It will now only have black arrows periodic damage having a 20% proc it, whereas it could proc off of both in previous expansions.
· Black Arrows CD will be refreshed when it is dispelled.
· Explosive traps damage will no longer leave an area of effect on the ground, but instead it will now deal damage over time to all targets that were within its activation radius.
· The 2 set bonus of the Primal gear grants 50 focus when your freezing trap activates.
· The 4 set bonus of the Primal gear is different for each spec. For BM, you and your pet will share DR’s from crowd control effects (i.e. if your pet gets full feared, and you get feared at a separate time right after that, the fear on you will now be half duration.) For Marksman your successful Aimed Shot casts will reduce Rapid Fires Cooldown by 5 seconds. For Survival the 4pc bonus is: When Black arrow deals damage, it also will increase the fire damage that target will take by 2%.
· New glyphs info can be found under the Glyph section.
· A Murder of Crows now has been slightly changed. Its damage is the same however its Cooldown and duration have been cut in half to a 1 minute Cooldown, with a 15 second duration. A Murder of Crows will now also have its Cooldown reset if the target dies while the debuff is still active on that target. More info on talents can be read about in the talent section.
· Mend Pet and Rez Pet have been combined. You now only need one keybind for these, as Mend Pet will be casted while you have a pet out, and Rez Pet will be casted while yours is dead.
· Scatter Shot has been removed.
· Snake Trap has been removed. (Unless you use a Major Glyph that replaces Ice Trap with Snake Trap)
· Hunters Mark has been removed.
· Silencing Shot has been removed, but all 3 specs will still have counter shot as an interrupt.
· Aspect of the Hawk has been removed from the game.
· Serpent Sting is now survival only and is applied from your arcane shots and multi-shots with the new bonus serpent spread.
· Cobra Shot no longer extends the duration of Serpent Sting.
· Lynx Rush removed (replaced by Stampede in talent tree, which is no longer given baseline).
· The glyphed Aspect of the Cheetah no longer puts your other aspects on Cooldown, but will still keep the cancelled effect on being hit.
· Aspect of the Cheetah and Pack now also have 10 second Cooldowns on them baseline and no longer appear on the stance bar.
· Rapid Fire is now MM only, Rapid Recuperation has been removed.
· Kill Shot has been removed from Survival.
· Arcane Shot has been removed from Marksman, making Aimed Shot your primary focus dump.
· The Master Marksman instant aimed shot has been removed from the Marksman spec.
· Piercing Shots has been removed.
· Concussive Barrage has been removed.
· The heal from Chimaera Shot has been removed. Glyph of Chimaera Shot will now give 2% health on a successful hit.
· The entrapment Root from Survival now shares DR with all other roots.
· Widow Venom has been removed. The mortal wounds debuff can be applied instead by Crocolisks, Scorpions, Riverbeasts, and Carrion Birds.
· The Marksman mastery: Wild Quiver, has now been replaced by Sniper Training.
· Bestial Wrath will no longer break you out of CC.
· Fervor has been removed.
· Steady Focus has also been removed from Marksman and is now a talent choice replacing Fervor. It no longer grants bonus haste, it now grants 50% focus regeneration when using Steady Shot twice in a row (applies to cobra shot and the new focusing shot as well).
· All Pet CCs have been removed, except for the Silithid and Spider who now instead reduce the targets movement speed by 50%, but those are effectively useless.
· Cower has been removed as a pet ability.
· Rabid has been removed as a pet ability.____________________________________________________________________________________________________________
· Binding Shot – It’s part of the Tier 2 Talent tree, and also one of our controls. Basically it shoots an arrow onto the ground, and anyone within the radius of the arrows effect will get tethered. If you are tethered by the binding shot and move out of range, you will get stunned. This will also affect multiple targets so if the enemy team stacks up and you aim it to hit everyone, and then they run out of the radius they will all get stunned. The counter play is that if they get tethered they can simply stand still to avoid the stunning effect, however by using the Explosive Trap glyph it can guarantee the stunning effect due to it knocking tethered targets out of the arrows radius therefore stunning them.
· Wyvern Sting – Also part of the Tier 2 Talent Tree, it puts the target to sleep for 6 seconds (shares DR with freezing trap) after a 1.5 second cast. More info in the talent section.
· Concussive Shot – One of our best utilities in my opinion and it’s heavily under rated. It’s a 5 second Cooldown, 6 second duration snare which means it will have pretty much permanent uptime. Having a 40 yard range perma-snare is so insanely strong because almost every other snare in the game has a very short range to it, with the exception of a mage’s Frostbolt, but Frostbolt is a cast and also does damage so it’s not as reliable in the ways that Concussive Shot is. Being able to permanently slow any target on the other team is extremely valuable, and I would consider its utility just as high as Freezing Trap is in a PvP setting.
· Counter Shot – A 24 second CD 40 yard range, 3 second lock out interrupt. Previously BM and Survival Hunters had used this in MoP, while Marksman had silencing shot available, but with 6.0s release, Silencing Shot has been removed and now Marksman will use this spell as well. Since it has a 40 yard range, it’s useful if you’re playing with a melee and they are out of range to interrupt one of the casters on their team. Save it for either stopping a CC onto your healer, stopping a cast that will do a lot of damage, or for interrupting an important heal from their team’s healer. Careful use of Counter Shot is really important, so make sure you use it wisely. If you are using it on just random casts just because you have it available, you could end up in a situation where their team either gets a lot of Cooldowns/trinkets or just costs you the game. For example if you’re fighting something like Rogue Mage Priest and you just instantly counter shot the first Frostbolt or Polymorph you see without them actually setting anything up, that just leaves them free to set up a situation where they could have their Rogue pop Shadow Dance, Cheap Shot your healer, then Shadowstep Cheap Shot back to your melee that has an interrupt available, letting their Mage freely cast a Polymorph on your healer. From that they can just pop a ton of damage into your melee while your healer is also CC’d and that can force your healers trinket, your melees trinket, or a kill, all because you were randomly throwing out Counter Shots. If you saved your Counter Shot you could have stopped the Mage from casting that Polymorph on your healer allowing your healer to be out of CC during the damage onto your melee letting him heal through it. I cannot stress enough how important it is that you save it for crucial moments. The best hunters will save it for when the time is right.
· Freezing Trap – Before I go on to writing more on this spell, I want to discuss the changes to traps, as this will apply to the next few abilities I list too (Ice and glyphed Explosive Trap). With 6.0’s release, all of our traps have been changed. They now no longer have an arming time on them; however they still will keep travel times for traps shot from trap launcher. Now though, any trap placed on your foot will instantly activate upon you pressing that key, so if someone is in melee range of you and you toggle off your trap launcher, and after place your trap they will get instantly affected by it before they can even notice you placing it down. Anyways, onto Freezing Trap. This is our longest lasting crowd control, and one of our most iconic ones. I would say this ability is the strongest control a hunter brings. The target affected by the trap will be frozen for 8 seconds (This is on the same DR as our Wyvern Sting, a Mage’s Polymorph, a Monk’s Incapacitate, a Rogue’s Sap, etc. so be careful with DRs). Finding out the most effective ways to land a Freezing Trap is what separates the best hunters from the rest. The best ones will land their Freezing Traps every single time they need it and having the CC at the most efficient time (i.e. when they and their team mates are ready to burst a target down. Landing a trap when on the other teams healer when you don’t have much damage and your team mate does not, is not going to be effective, nor will it generate pressure) by always planning what they will trap off of and how they will. You can use your traps to follow up after any type of control in the game (including Cyclones, fears, our Concussive Shot slow and hell, I’ve had plenty of times that I’ve missed a Freezing Trap, had the intended target get gripped out, had the target trinket out of the prior CC to avoid it, etc. but I’ve used the glyphed Explosive Trap to knock them back into the old trap. Being resourceful and creative with your traps is very important. ***I’ll try to provide some vods of me trapping off of those things, however because they will be from 5.4, the way I’m trapping in those vods will be slightly different even off of those same CC’s because before arming time was something that was needed to be accounted for, yet with 6.0 it is not. This means timings for doing those traps are now changed so I will try stream more gameplay from 6.0 and hopefully will get footage on doing those traps that will be added to the guide replacing the 5.4 footage ***) letting you have a CC chain that follows up from your team mates CC (the most common way will be trapping off of a stun) or your trap can initiate your teams CC chain. The new trap change is a huge buff to Freezing Trap in my opinion, because if you can get up close to someone, it will be EXTREMELY difficult for them to avoid being trapped. Finding an opportunity for you to get into close range of a healer to get an instant Freezing Trap will be a large part of our gameplay now. Master trapping and you’ve nearly mastered the class.
· Ice Trap – Okay so you will pretty much never use this ability as Marksman, just because the gameplay revolves around landing Freezing Traps while you have damage and follow up control from your team available. However Survival Hunters will use this ability a lot more frequently, especially with them having 12 second cd on their traps due to their leveling perk. Survival Hunters will use this mainly to either kite the enemy team or just to limit their movement as 1) their playstyle revolves more so around consistent damage and is not as burst focused as marksman and by having the ice trap AoE down it will help them offensively and defensively because the enemy team will just take free damage while not really being able to retaliate and 2) Survival Hunters also have entrapment available to them which also gives Ice Trap a 4 second AoE root upon activation and 3) Because they have a 12 second trap cooldown, it’s fine for them to kite around with the Ice Trap down until they have a window they want to use Freezing Trap in. It’s not too hard for them to rotate traps when Freezing is on DR or for using Ice Trap when their team wants to spend more time kiting the enemy.
· Explosive Trap (glyphed) – In PvP I pretty much consider this glyph to be absolutely mandatory, and use it 100% of the time in arena, therefore I’m also putting it in the control section and will talk about it here. Having a knockback on your Explosive Trap is so incredibly useful as a Hunter I cannot stress it enough. It can be used offensively and defensively in so many different scenarios. It can be used to knock a melee off of yourself in order to help you survive (especially if have a knock trap prepared on your feet for when a Warrior either charges onto you knocking him away and giving you safety or if you have one prepared for when a Rogue pops Shadowdance onto you and Cheap Shots. Having the knock activate when the Rogue stuns you and forcing him off of you can save your life, or at the very least safe you from using a Cooldown), and in that same respect can also let you taking the pressure off by knocking the melee away to play more aggressively on their team. Especially on a map like Blade’s Edge, knockbacks are a form of heavy control. Knocking someone off of the bridge and forcing them onto the bottom can take them out of the game until they are able to get back up, which alleviates pressure on your team from the loss of damage if it’s a dps and can also prevent your team from being peeled allowing you to be more offensive. Aggressively you can use it to knock people out of line of sight of their healers, to spread their team apart (in situations when playing with a rogue it can give you an opportunity for a smoke bomb), using the knock to interrupt an enemy’s cast or like I had mentioned earlier you can use explosive trap to knock people into Freezing traps that were not activated due to you missing them or the intended target escaping from it. This ability has so much potential and is probably my favorite thing they have ever added to our class.***Trapping Highlights***
· Rapid Fire – This is our primary offensive CD. It gives 40% haste while active and also will apply the effects of Careful Aim regardless of their HP. Our level 100 4pc PvP bonus will also make it so that all of our successfully casted Aimed Shots will reduce the Cooldown of Rapid Fire by 5 seconds. It’s best to use this in the opener most of the time, as this will be the window you will have 1) Full Focus 2) Your proc trinket will be up 3) Your team mates proc trinkets will be up 4) All your teams control will be available. Getting a strong opener with Rapid Fire is very crucial and can give your team a ton of momentum. Lots of haste=faster Steady Shots=higher focus regeneration and also faster Aimed Shot casts that are now also effected by Careful Aim. You’ll get plenty of Aimed Shots with Rapid Fire up, and that is where the main pressure will come from. In the words of Zomx, go ham niggie.
· Tranquilizing Shot – Tranq Shot gives hunters an offensive dispel. Because it costs focus, it is important to make sure that if you are fighting a team that requires you to offensively dispel an important buff (Shaman Nature’s Swiftness, Priest feathers, Hand of Freedom, Master’s Call from an enemy Hunter etc), that you will have the focus required. Not too much else to say other that it also dispels enrages so you can use it to remove a warriors Berserker Rage. The enrage portion of Tranq Shot isn’t what you’ll be using it for most of the time though, your main focus (haha get it) will be to dispel important magical buffs from the enemy that can turn the game around in your favor.
· Flare – This is the hunter class’s signature anti stealth ability. It’s AoE and will expose all hidden and invisible enemies within 10 yards of where you place it. It’s useful for getting Druids out in the opener, preventing Rogue restealths or finding them in stealth (this is your most important ability against Rogues and can be the difference between the rogue beating you or you beating them), getting a Mage out of invisibility, preventing a Priest from Guising/Flaring him out of Guise/putting it in the path that he needs to run in while guised in order to get a fear (i.e on Blade’s Edge if the priest tries to Guise in running straight through the bridge, use Flare to cover the middle of the bridge as he can’t walk around it and instead will just have to give up being in Guise in order to continue on allowing for him to be cc’d or just forcing him to run back and not push in), and it is also useful against other hunters to get the other out of Camo, whether it’s glyphed or not. If the hunter does not have Camo glyphed you’ll use the Flare to make it so that you can attack him by breaking the Camo effect, since targets in Camo even while moving are unable to be targeted by ranged attacks. It has a 20 second Cooldown and duration so make sure you place it wisely.
· Feign Death – Some parts of this abilities utility can be somewhat hit and miss but the most reliable parts are the fact that it will interrupt a cast being casted onto you, and it will also make someone detarget you. That means that if you’re being focused by a caster you have an extra way to interrupt a cast towards yourself preventing you from being cc’d or from being bursted. This can also make an enemy trying to cast a spell on you lose target and if it’s an instant cast they can use it on the wrong target. I’ve been in situations in patch 5.4 when I was fighting hunters like Jellybeans or Esandies and when I would have a full trap land onto their healer, they would stack on top of their healer and Feign Death when I was spamming damage ability. Because I would lose them as my target, and my target would then change, it has caused me or my partner to accidentally re-target their healer and break my CC. Also just having a melee or an enemy Hunter detarget you for just a second can give you enough time to get topped off by your healer, and even in extremely rare circumstances I’ve seen people actually juked by feign death, in which they think that the hunter actually died due to them using feign at very low HP (1%) and them assuming their last ability had scored them the kill. Instead it resulted in either the game being turned around so that that Hunter won, or that he was able to live a lot longer, but obviously it’s not something that will always work on people, it more or less catches people off guard, but that’s the beauty of PvP. Humans will make mistakes, no matter how good they are, and effectively capitalizing on that is important.
· Camouflage – This spell is pretty cool and it received a nice buff in WoD with the level 100 leveling perk. The perk heals you for 3% of your HP every 1 second that it’s active, so if you find yourself in a scenario that you don’t have any dots on you but you are very low HP with your healer CC’d, and you can Feign Death dropping your combat into you getting a Camo, you can save your life. Even without having yourself removed from combat by the use of Feign Death, Camo will last for 6 seconds if used in combat, so as long as the enemy doesn’t break it, you can give yourself a nice self-heal that has the potential of saving your life. Its main use though is the fact that the active effect makes you untargettable by ranged attacks (and also will prevent Rogues from being able to Sap you) until you are brought out, and when standing still it gives you stealth. The stealth portion of camo can also be provided while moving through the use of the Camoflauge glyph, which I’ll write more info on in the glyph section. Its other utility just comes into play as that it’s a second way for you to interrupt a spell being casted onto you, similar to Feign Death. Because ranged attacks can’t hit you while it’s active and you can use it in combat, if you use it at the very end of something being casted onto you, or you’re fighting another Hunter it can make them unable to hit you until it breaks. Even if it’s broken instantly when you use it in combat, just having it used for that one second can still potentially save your life from preventing that damage.
· Roar of Sacrifice – I love this ability. I’ll talk about this more in the talents section, but this ability is why I will pretty much never choose the Lone Wolf Talent for PvP. This ability requires you to spec your pet into Cunning, but you should not be PvPing as a Marksman Hunter without having your pet in this tree. This is actually our best defensive ability for ourselves, because we can actually use it while were stunned since our pet casts the ability and is also useful because it can be used on our team mates. Making you or your selected team mate immune to critical strikes can be completely game-changing. Especially against Mages, Rogues, and Warriors, you’ll want to make sure you use this spell wisely. Making sure to save your RoS for the target the Rogue Dances on, the target their Mage Frozen Orbs on (and remember both orb and Shadow Dance have 1 minute Cooldowns along with RoS, so making sure to save it for every single one is crucial), or the target the Warrior Recks on. Be careful of using it so quickly when those abilities are popped that they can just swap to another target, but also don’t use it when your RoS target is way too low on HP for it matter. Try to time it just right so that they will be forced to commit onto that target, but they will still not be able to crit them. As for other classes like enemy Hunters, you can use it every single time they pop AMoC as well now since it’s a 1 minute Cooldown matching RoS. Even Ret Paladins Execution Sentence has a one minute CD so it’s nice to match your RoS to that as well. No matter what their class is make sure that you are using it to negate their offensive Cooldown and are not just using it blindly. It is also important to make sure to not waste it if your healer isn’t even in CC and will not be in CC when they can freely keep you up from their team’s damage. A well timed RoS can win the game for you, and a poorly timed one can cost you the game.
· Master's Call – Another reason why I will almost never use Lone Wolf. Giving you or your team mates a freedom is awesome. If you’re new to hunter but not PvP and you have played with, as, or against a Paladin in arena, you’ll understand why I value this ability so highly. Hunters rely a lot on kiting so using it on yourself as well as rotating it with your other tools will help save your life. Similar to a lot of our abilities it has offensive and defensive purposes which are something I love about this game. You can use it offensively to get your melee out of any slows or snares to allow your melee to get out way more damage, to get yourself out of a snare to keep chasing your target down if they try to line of sight while you are slowed and therefore can’t chase, or if you’re playing with a Priest healer, you can freedom them out of a slow (especially against another Hunter’s Concussive Shot) to allow them to push up with feathers to get a fear. Defensively you can use it for you to kite or to help one of your team mates run away and los while not being slowed. Use it wisely.
· Aspect of the Fox – This was added in 6.0 and brings a lot of awesome uses. It gives you and your team mates the ability to cast while moving for 6 seconds on a 3 minute Cooldown. Note: As a marksman hunter, Aspect of the Fox will allow the sniper training mastery to keep its effect while you are moving. You can work well with your team in a lot of ways to help them get casts off that can win a game for you. If you’re playing with a Druid regardless of spec, this can allow them to cast a Cyclone on the move, which will be a lot easier than a standard clone to get off, and that clone can win the game. This ability can be useful for getting off important casts from any one of your team mates, so try to communicate this ability with your team mates. Telling them to call for it when they want it is one of the best ways to communicate it properly, so that they can get off their crucial casts that can either save you guys or score you a kill.
· Aspect of the Cheetah – gives you 30% movement speed. Stacks with the Posthaste talent, letting you move really fast. I’d recommend always using the glyph for this of course, to remove the daze effect on this. Because there are no other aspects to manage in WoD, except for when Aspect of the Fox is available, you’ll pretty much try to keep this up almost always. It’ll help with kiting especially when you have already gotten away as the extra movement speed will make it a lot harder for a melee to get back in range to close the gap on you. It will give us high mobility, try to use it wisely and the best times are when someone cannot hit you to break the effect. Some of the better times can be when you are chasing a target around a pillar, because if they’re running from you they will not be hitting you to break the daze, and since you’re running faster it will allow you to connect back onto that target and keep hunting them down.
· Growl – this spell will kill Shaman Grounding totem. Pretty much the only use for this ability in PvP, but that does not mean it is useless. Having it kill Groundings for you is really useful, especially now that the range on it is increased to 30 yards.____________________________________________________________________________________________________________
· These are my macros for master’s call. The one that targets player will freedom yourself, and the other two are separate macros where I just put in the target as my partners for those roles. This will apply to the Roar of Sacrifice Macros listed next, so I won’t make the same note on them ^^
· The mouseover will RoS the target that you hover your mouse over, for those that are new to mouseover macros. I would not use this as the primary way for using RoS as it is a lot slower, but it can come handy in BG’s where you are unable to put people in your macro.Tranq Shot
· Tranq Shots your target without pressing a shift, and when you press shift it will Tranq Shot your focus instead.Counter Shot
· Works the same as the Tranq Shot macro above.
· The exclamation prevents you from losing the targeting circle when spamming the key.
· Trap launcher is important to have keybound as there are many situations where you will want to place a trap on your foot with trap launcher deactivated or when you will want it to be active to shoot your trap at range.
Posted Dills on 31 October 2014 - 05:10 AM
Posted Pawzz on 30 October 2014 - 09:12 PM
Posted Dills on 30 October 2014 - 06:25 AM
Posted jaimex on 31 October 2014 - 12:06 AM
Posted Dills on 30 October 2014 - 05:23 AM
Posted Savoh on 29 October 2014 - 02:03 PM
Posted Dills on 22 October 2014 - 11:02 PM
Posted Lolflay on 23 October 2014 - 12:29 AM
Posted Okayenhance on 12 August 2014 - 03:29 AM