Only thing I would suggest is: focus almost exclusively on talents that let you kill things faster. Your pet will do just fine surviving without all kinds of talents helping it (Imp Mend can help if you need it, moreso than extra armor, etc.)
So guys, I'm starting to level my hunter again (hes level 19 so far) and could anyone suggest a good leveling spec?
Let's just get this out of the way in one post.
Response: BM is the typical go-to spec for leveling.
Response 2: Any spec is good for leveling.
Response 3: Yes, but BM is easier.
Response 4: Not so much that it makes any real difference, at least not until level 60 or so.
Response 5: u r dum
Response 6: no u
*rabblerabblerabble*
So, to answer your question, any spec is fine, BM is the one most folks use and it's pretty easy to put points into, because pretty much every talent there makes things go by more smoothly.
If you do go at least somewhat into BM, always put at least one point in Imp Mend Pet. The second is optional. There are a lot of retarded debuffs, especially in Azeroth (*glares at Silithid Pox*), and being able to pop them off your pet is very handy.
I just wish improved mend pet had a chance to remove some shit of yourself as well. Because, whoops! Your pet just lost aggro and now you have a fucking retarded debuff and now you can't bandage gets really tedious.
thats the worst part of old world shit. all those fucking 10-30 minute diseases and those 2 minute poisons and shit. fuuuuck
Yeah, that's one of the many stupid design ideas they seem to have mostly done away with in newer content, but I remember running into a few instances where that dev seemed to be given license to put one of his debuffs in Outland.
I don't think anyone would complain if they went back and changed all of the stupid Azeroth 5-30 minute debuffs to 30 seconds or something. Hell, even Turbine figured out that long debuffs that you can do nothing about (realistically) are not fun at all and nerfed their durations like one year into Asheron's Call's release.
-alchemy
-friendly dispellers (I for example always dispell curse of stalvan off of lowbies when I see them in SW with my druid, and diseases/poisons with my shammy
-death
-alchemy
-friendly dispellers (I for example always dispell curse of stalvan off of lowbies when I see them in SW with my druid, and diseases/poisons with my shammy
-death
it's not unreasonable to run by a dispeller in a quest hub, really.
but yes, it is annoying. it was especially annoying on a rogue and druid
absolutely not annoying on my shammy, because a) I could dispell the two major offenders anyways (poisons & diseases) and b) I didn't need stealth
autono-wally, erotibot300 on
0
HalfmexI mock your value systemYou also appear foolish in the eyes of othersRegistered Userregular
If you do go at least somewhat into BM, always put at least one point in Imp Mend Pet. The second is optional. There are a lot of retarded debuffs, especially in Azeroth (*glares at Silithid Pox*), and being able to pop them off your pet is very handy.
Rogue Ice Thistle or Ragged Owlbest or whatever the fuck it is that does it in Winterspring - 30 FUCKING MINUTE debuff. Thirty. Three zero. And it's like -25 strength and stamina or some ridiculous shit, which back in those days was a *significant* portion of your stats. That was fun to deal with on my Warrior.
And yeah, it's all but gone since TBC, but there are still some mobs that pull similar shit, like the undead birds in the ghost Arakoa town in the Bone Wastes. Fifteen minute debuff if I remember right. Horeshit.
it's not unreasonable to run by a dispeller in a quest hub, really.
Except when you're in a Silithid cavern in Un'goro, there is no quest hub to run by. Not to mention it actually can be rather difficult to run by a dispeller in a quest hub in a mostly abandoned zone (see: most of Azeroth).
And, again, you shouldn't have to do that in the first place because there's no good reason to design your game that way.
so any word on the cower horseshit being fixed any time soon?
No. They are nerfing us by stopping Windfury from affecting ranged attacks and buffing boss armor by 10% though. If that is any consolation.
As I have suggested a few times, we are concerned that hunters of all 3 specs are doing damage that is clearly superior to other classes. While we're trying to achieve closer parity among specs of all classes with regard to dps, and we want to particularly make sure that hunters, rogues, mages and locks are not left behind, we do think the hunters are too far ahead, particularly at 80, in good gear, when raid-buffed.
However, we have also tried to give hunters a substantial survivability boost in PvP and we don't want to do anything that hurts them too much in PvP.
So here are changes you will most likely see soon:
1) Ranged attacks no longer benefit from the haste effects of Windfury Totem and Improved Icy Talons. This is a nerf to hunter white damage.
2) We are also improving the armor on level 83 raid bosses by 10%. This will be a nerf to the dps of any class that does physical damage. For classes that would slide behind with such a change, we'll take steps to adjust them -- though it probably isn't as many as you think. The raid buff stacking overhaul was very beneficial to melee (and hunters). Sunder / Expose Armor alone can be a 20%+ dps increase, which is why we decided to attack the problem from this angle.
3) Now the armor change won't affect PvP at all and the haste buff change will only have a marginal affect in BGs and only in Arena teams that include certain comps. However, in order to make sure we didn't nerf hunters too much, we made two changes to Disengage. First, its cooldown dropped to 25 sec (from 30) which can be talented to 16. Second, it no longer requires a target, but does require you to be in combat. Now if someone closes to melee, you can leap back without having to select them first. We require you to be in combat though so we don't see a lot of hunters bouncing around IF / Org or using it like Blink to goofily speed up travel.
Not unexpected though. Everything I've heard from the beta does indicate that hunters are doing significantly more damage than other pure dps classes in raids. This nerf seems like a good attempt att normalising that damage without having any particular effect on PvP.
Targetless disengage? Fuck YES. I cannot count the times where this ability has frustrated me because I couldn't get a guy targetted and keep him in front of me. Plus, when I finally did get it off, my back was to a hill and I succeeded in jumping back 2 feet.
Ok, I need some serious help here. Despite messing with the options menu/combat, I keep acquiring new targets and start shooting during a fight when my target dies. It's driving me insane because it's caused all kinds of problems during instance runs lately.
This is happening to me too. It may or may not be a Working as Intendedâ„¢ change to the way Steady Shot works, since that's all I ever use.
This is a Fucking Brokentm change due to the new un-linking of steady shot. This happens any time you have auto-attack/auto-shot switch checked in the interface menu. To help things along then, if you uncheck it, steady shot goes back to clipping auto-shots like it used to. Yay!
Ugh, is the auto melee/shoot option on or off by default? I noticed 3.0 seemed to fuck up a few of my interface defaults (e.g., auto looting and distance fading of out of range players in the raid tabs). I still fear that at the most critical time I will realize an important interface option I've normally had on will no longer be on thanks to this patch.
Yeah, so about the unchecking thing. Using my 3:2 steady macro, it still selects a new target! I almost wiped a heroic mgt run last night thanks to this. Luckily the group I was with was understanding since it was a friends run but good god. I used to have a pristine reputation of being a hunter, not a huntard and this patch is making me do all kinds of dumb things because of it. If anyone hears of anything that'll help with this, please post.
We require you to be in combat though so we don't see a lot of hunters bouncing around IF / Org or using it like Blink to goofily speed up travel.
Why don't they want to see a lot of hunters bouncing around IF / Org? That sounds like fun and gives hunters something to play with like mages and priests with Slow Fall and Levitate.
Oh well, not requiring a target is a great change.
We require you to be in combat though so we don't see a lot of hunters bouncing around IF / Org or using it like Blink to goofily speed up travel.
Why don't they want to see a lot of hunters bouncing around IF / Org? That sounds like fun and gives hunters something to play with like mages and priests with Slow Fall and Levitate.
Oh well, not requiring a target is a great change.
We require you to be in combat though so we don't see a lot of hunters bouncing around IF / Org or using it like Blink to goofily speed up travel.
Why don't they want to see a lot of hunters bouncing around IF / Org? That sounds like fun and gives hunters something to play with like mages and priests with Slow Fall and Levitate.
Oh well, not requiring a target is a great change.
Man I toss off at people constantly.
Sicko.
ZeroCow on
PSN ID - Buckeye_Bert
Magic Online - Bertro
0
HalfmexI mock your value systemYou also appear foolish in the eyes of othersRegistered Userregular
I don't understand why they won't just let us use it whenever. What's the harm? What's the harm in merging pets into the current mount/vanity pet system?
I don't understand why they won't just let us use it whenever. What's the harm? What's the harm in merging pets into the current mount/vanity pet system?
I don't understand why they won't just let us use it whenever. What's the harm? What's the harm in merging pets into the current mount/vanity pet system?
Me not benefiting from Windury and Icy Talons hurts me a lot knowing the amount of Enhancement and DKnights we'll have on launch in my guild. But maybe it could balance out seeing how much Haste is placed on gear in the beta, With my beta gear I was pushing 1.89 in BM with SS.
so any word on the cower horseshit being fixed any time soon?
No. They are nerfing us by stopping Windfury from affecting ranged attacks and buffing boss armor by 10% though. If that is any consolation.
As I have suggested a few times, we are concerned that hunters of all 3 specs are doing damage that is clearly superior to other classes. While we're trying to achieve closer parity among specs of all classes with regard to dps, and we want to particularly make sure that hunters, rogues, mages and locks are not left behind, we do think the hunters are too far ahead, particularly at 80, in good gear, when raid-buffed.
However, we have also tried to give hunters a substantial survivability boost in PvP and we don't want to do anything that hurts them too much in PvP.
So here are changes you will most likely see soon:
1) Ranged attacks no longer benefit from the haste effects of Windfury Totem and Improved Icy Talons. This is a nerf to hunter white damage.
2) We are also improving the armor on level 83 raid bosses by 10%. This will be a nerf to the dps of any class that does physical damage. For classes that would slide behind with such a change, we'll take steps to adjust them -- though it probably isn't as many as you think. The raid buff stacking overhaul was very beneficial to melee (and hunters). Sunder / Expose Armor alone can be a 20%+ dps increase, which is why we decided to attack the problem from this angle.
3) Now the armor change won't affect PvP at all and the haste buff change will only have a marginal affect in BGs and only in Arena teams that include certain comps. However, in order to make sure we didn't nerf hunters too much, we made two changes to Disengage. First, its cooldown dropped to 25 sec (from 30) which can be talented to 16. Second, it no longer requires a target, but does require you to be in combat. Now if someone closes to melee, you can leap back without having to select them first. We require you to be in combat though so we don't see a lot of hunters bouncing around IF / Org or using it like Blink to goofily speed up travel.
Not unexpected though. Everything I've heard from the beta does indicate that hunters are doing significantly more damage than other pure dps classes in raids. This nerf seems like a good attempt att normalising that damage without having any particular effect on PvP.
The changes to disengage also seem welcome.
None of this bothers me at all.
What bothers me is that my cower gets turned back on every 10 minutes, it still triggers when it's not on my bar and even MD'ing my pet every fucking fight it absolutely will not keep aggro for more than 3 seconds.
Having disengage work as it does now helps quite a bit, but in the end it's a stopgap. I have a tank pet to tank. Not to distract an enemy for 3 seconds till I can do a bunny hop backward and hopefully kill whatever I'm attacking before it gets to me. I might as well just be using my cat who doesn't even use growl nor does he have the growl pet talent. But I would imagine the difference in time it holds the mobs attention would be immeasurable.
Why do any pets have cower? It's a terrible ability and always has been. I don't think anyone playing a hunter who knows what they're doing has ever bothered with cower. A DPS pet has never done so much damage that causing too much threat has been a problem (with growl turned off).
The only thing that even gives it slight value is the talent that gives the pet a mini shield wall when it uses cower, and that's only useful for PvP.
judging from my pets complete inability to hold any amount of aggro even with improved growl and such, I would say yes; it's been "reworked".
So either cower is way too powerful (and shouldn't even be on a vast majority of pets, and should be able to be fucking turned off) or growl is totally broken.
Cower is a completely unneeded skill. Also, yes, cower is broken. You have to put it on your pet bar so it is always visible, and turn it off. It works fine (in my experience) as long as you have it on your pet bar. Turned off.
Cower is a completely unneeded skill. Also, yes, cower is broken. You have to put it on your pet bar so it is always visible, and turn it off. It works fine (in my experience) as long as you have it on your pet bar. Turned off.
my pet bar space is very valuable.
I think.
I still haven't been able to figure out if skills work in your skill tab even if they're not on the pets bar (obviously not the manual ones), or if it's just cower.
Man, I don't think these stable spots are enough for me. I want a Gorilla, Wind Serpent, Wasp, Scoprid, Cat, A devilsaur maybe, Spider, Silithid and a Bird of Prey.
Cower is a completely unneeded skill. Also, yes, cower is broken. You have to put it on your pet bar so it is always visible, and turn it off. It works fine (in my experience) as long as you have it on your pet bar. Turned off.
my pet bar space is very valuable.
I think.
I still haven't been able to figure out if skills work in your skill tab even if they're not on the pets bar (obviously not the manual ones), or if it's just cower.
We all do, especially with all the new pet abilities, but this is the only reliable way to keep cower from going off every time it's up.
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
edited October 2008
Funny, my ferocity pet was tanking some mobs in AQ20 the other night when we were being silly bitches because I had left growl on.
Munkus Beaver on
Humor can be dissected as a frog can, but dies in the process.
The only times I have clicked a pet bar ability was to manually stealth my cat. Now you need it for, what is it called, Heart of the Phoenix. I think. I assume Phoenix won't activate on death automatically.
Many skills do work without being in the pet bar, though. I played for a bit without anything in the bar at all and the cat was stealthing and growling and cowering like a champ.
Pet skills still work if they're just in your skill tab, provided they've been turned on.
I cannot tell you how enraged I was when I saw cower activating over and over again even though I had it on my pet bar and turned off - until I remembered that Growl and Cower share a cooldown and growl was out-of-sight-out-of-mind on my pet bar and turned on. IT was activating the cooldown and making me thing that cower was being cast.
Still, the cower bug hasn't really affected me so much of late, since I've been doing the gorrilladin thing. I usually wait for two thunderstomps anyway and AoE a whole group into the ground.
Pet skills still work if they're just in your skill tab, provided they've been turned on.
I cannot tell you how enraged I was when I saw cower activating over and over again even though I had it on my pet bar and turned off - until I remembered that Growl and Cower share a cooldown and growl was out-of-sight-out-of-mind on my pet bar and turned on. IT was activating the cooldown and making me thing that cower was being cast.
Still, the cower bug hasn't really affected me so much of late, since I've been doing the gorrilladin thing. I usually wait for two thunderstomps anyway and AoE a whole group into the ground.
Haha, same thing happened to me except growl was right beside it and I eventually noticed that.
The only times I have clicked a pet bar ability was to manually stealth my cat. Now you need it for, what is it called, Heart of the Phoenix. I think. I assume Phoenix won't activate on death automatically.
Many skills do work without being in the pet bar, though. I played for a bit without anything in the bar at all and the cat was stealthing and growling and cowering like a champ.
It didn't for me but it was off the pet bar at the time.
Haven't used it since.
MuddBudd on
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
Posts
Haha it's funny cuz it's true
I don't think anyone would complain if they went back and changed all of the stupid Azeroth 5-30 minute debuffs to 30 seconds or something. Hell, even Turbine figured out that long debuffs that you can do nothing about (realistically) are not fun at all and nerfed their durations like one year into Asheron's Call's release.
-friendly dispellers (I for example always dispell curse of stalvan off of lowbies when I see them in SW with my druid, and diseases/poisons with my shammy
-death
but yes, it is annoying. it was especially annoying on a rogue and druid
absolutely not annoying on my shammy, because a) I could dispell the two major offenders anyways (poisons & diseases) and b) I didn't need stealth
And yeah, it's all but gone since TBC, but there are still some mobs that pull similar shit, like the undead birds in the ghost Arakoa town in the Bone Wastes. Fifteen minute debuff if I remember right. Horeshit.
And, again, you shouldn't have to do that in the first place because there's no good reason to design your game that way.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
No. They are nerfing us by stopping Windfury from affecting ranged attacks and buffing boss armor by 10% though. If that is any consolation.
As I have suggested a few times, we are concerned that hunters of all 3 specs are doing damage that is clearly superior to other classes. While we're trying to achieve closer parity among specs of all classes with regard to dps, and we want to particularly make sure that hunters, rogues, mages and locks are not left behind, we do think the hunters are too far ahead, particularly at 80, in good gear, when raid-buffed.
However, we have also tried to give hunters a substantial survivability boost in PvP and we don't want to do anything that hurts them too much in PvP.
So here are changes you will most likely see soon:
1) Ranged attacks no longer benefit from the haste effects of Windfury Totem and Improved Icy Talons. This is a nerf to hunter white damage.
2) We are also improving the armor on level 83 raid bosses by 10%. This will be a nerf to the dps of any class that does physical damage. For classes that would slide behind with such a change, we'll take steps to adjust them -- though it probably isn't as many as you think. The raid buff stacking overhaul was very beneficial to melee (and hunters). Sunder / Expose Armor alone can be a 20%+ dps increase, which is why we decided to attack the problem from this angle.
3) Now the armor change won't affect PvP at all and the haste buff change will only have a marginal affect in BGs and only in Arena teams that include certain comps. However, in order to make sure we didn't nerf hunters too much, we made two changes to Disengage. First, its cooldown dropped to 25 sec (from 30) which can be talented to 16. Second, it no longer requires a target, but does require you to be in combat. Now if someone closes to melee, you can leap back without having to select them first. We require you to be in combat though so we don't see a lot of hunters bouncing around IF / Org or using it like Blink to goofily speed up travel.
Source
Not unexpected though. Everything I've heard from the beta does indicate that hunters are doing significantly more damage than other pure dps classes in raids. This nerf seems like a good attempt att normalising that damage without having any particular effect on PvP.
The changes to disengage also seem welcome.
Haha, this is a great mental picture.
Yeah, so about the unchecking thing. Using my 3:2 steady macro, it still selects a new target! I almost wiped a heroic mgt run last night thanks to this. Luckily the group I was with was understanding since it was a friends run but good god. I used to have a pristine reputation of being a hunter, not a huntard and this patch is making me do all kinds of dumb things because of it. If anyone hears of anything that'll help with this, please post.
Oh well, not requiring a target is a great change.
Man I toss off flares at people constantly.
Magic Online - Bertro
WHAT'S THE HARM?
Wouldn't you like to know.
Magic Online - Bertro
Because they have to draw the line somewhere.
None of this bothers me at all.
What bothers me is that my cower gets turned back on every 10 minutes, it still triggers when it's not on my bar and even MD'ing my pet every fucking fight it absolutely will not keep aggro for more than 3 seconds.
Having disengage work as it does now helps quite a bit, but in the end it's a stopgap. I have a tank pet to tank. Not to distract an enemy for 3 seconds till I can do a bunny hop backward and hopefully kill whatever I'm attacking before it gets to me. I might as well just be using my cat who doesn't even use growl nor does he have the growl pet talent. But I would imagine the difference in time it holds the mobs attention would be immeasurable.
Why do tank pets even fucking have cower?
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
The only thing that even gives it slight value is the talent that gives the pet a mini shield wall when it uses cower, and that's only useful for PvP.
Has this changed?
Is it suddenly super-effective?
The harder the rain, honey, the sweeter the sun.
So either cower is way too powerful (and shouldn't even be on a vast majority of pets, and should be able to be fucking turned off) or growl is totally broken.
More than before.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Looks like someone's never been in a PuG.
my pet bar space is very valuable.
I think.
I still haven't been able to figure out if skills work in your skill tab even if they're not on the pets bar (obviously not the manual ones), or if it's just cower.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
We all do, especially with all the new pet abilities, but this is the only reliable way to keep cower from going off every time it's up.
Many skills do work without being in the pet bar, though. I played for a bit without anything in the bar at all and the cat was stealthing and growling and cowering like a champ.
I cannot tell you how enraged I was when I saw cower activating over and over again even though I had it on my pet bar and turned off - until I remembered that Growl and Cower share a cooldown and growl was out-of-sight-out-of-mind on my pet bar and turned on. IT was activating the cooldown and making me thing that cower was being cast.
Still, the cower bug hasn't really affected me so much of late, since I've been doing the gorrilladin thing. I usually wait for two thunderstomps anyway and AoE a whole group into the ground.
Haha, same thing happened to me except growl was right beside it and I eventually noticed that.
It didn't for me but it was off the pet bar at the time.
Haven't used it since.
The harder the rain, honey, the sweeter the sun.