As a warrior tank, I really wish they'd implement the rogue smoke bomb ability like today. If nothing else to make HoR not a living hell when things don't go just right.
Millbuddah on
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited April 2010
I just read some of the shit they're getting. I don't mean shit like a bad way I'm just awe struck by some of these things. The fire totem change for elemental is going to be fucking incredible. That's not even my spec of choice but it's my class of choice and I know the importance of that sort of thing.
The ancestral knowledge change has been a long time coming. What a piece of shit talent that's been.
And a low level enhancement ability helps a lot. And Earthquake sounds grand. And spirit link is coming back yessssss.
I can see places where smoke bomb could be useful in pve, but it's definitely a pvp skill. And I'm going to want to stab kittens every time I see it.
On the plus side, I can aoe the area to stop any bandages or whatever, but can people shoot -out- of a smoke bomb?
It'd be kinda funny if certain class abilities from other classes (not all of them) made the smoke clear. Like druids drop a hurricane on it and it's gone.
Henroid on
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited April 2010
Holy s, warlocks are losing their succubus crowd control.
Edit - Okay wrong skill I guess.
Henroid on
0
HalfmexI mock your value systemYou also appear foolish in the eyes of othersRegistered Userregular
A quick Google search has shown me more, I'm going to cry tears of joy if this shaman stuff is bangin'.
I play a Shaman, main spec Restoration, and the Shaman write up has given me an erection lasting longer than six hours. I think I need medical attention. I don't know if my wang can hold together until Cataclysm launches.
Smoke Bomb is going to be hilarious in things like AV.
Have rogues chaining the ability around Drek, maybe occasionally take a break for healers to heal him. Or better yet, if you can put beacon on him, have pallies stand in the cloud and heal themselves, thus healing Drek through AOE. Goooood times!
AOE might eventually get him down but it will take FOREVER
I like gimmicky skills though. Sure, they're useless most of the time, but when you manage to use them the way intended they're super fun.
See: Thunderstorm.
An example of a way not to use thunderstorm? When I'm tanking H-FoS for you, and I've juuust gotten all the casters in the big, spread out 5 pull room gathered up. You do that, it's a good way to guarantee I don't taunt off you for the rest of the instance.
Smoke Bomb is going to be hilarious in things like AV.
Have rogues chaining the ability around Drek, maybe occasionally take a break for healers to heal him. Or better yet, if you can put beacon on him, have pallies stand in the cloud and heal themselves, thus healing Drek through AOE. Goooood times!
AOE might eventually get him down but it will take FOREVER
I was also thinking that you could chain them, and kill the people tanking him while they aren't getting heals. Because most of the healers will not figure out how to run in to the cloud. Then he'll just run around killing everyone else. Should be good times.
I like gimmicky skills though. Sure, they're useless most of the time, but when you manage to use them the way intended they're super fun.
See: Thunderstorm.
An example of a way not to use thunderstorm? When I'm tanking H-FoS for you, and I've juuust gotten all the casters in the big, spread out 5 pull room gathered up. You do that, it's a good way to guarantee I don't taunt off you for the rest of the instance.
I always get the moonkin/mage/shaman who hasn't glyphed to remove the knockbacks on this pull, especially when I'm on my bear and there is nothing I can do to get those mobs back.
815165 on
0
turtleantGunpla Dadis the best.Registered Userregular
edited April 2010
I could see smoke bomb pretty much guaranteeing a clean escape for a flag carrier in WSG once there in the tunnel.
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:
Steady Shot/Cobra Shot: No cost. Generates 9 Focus per shot (or 12 per second instead of 6).
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:
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).
Ravagers: Will provide a debuff that will increase an enemy's Physical damage vulnerability (similar to a weaker version of the warrior ability Rampage).
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.
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.
Double Shot: The hunter will have a chance to launch a free attack off of the global cooldown for 50% 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.
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:
Holy shit, the only bad bit of hunter levelling has changed, surely Druids will get a 1-20 buff now.
815165 on
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited April 2010
I imagine trap launcher in my head - right away - to be like a t-shirt canon.
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.
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.
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:
Steady Shot/Cobra Shot: No cost. Generates 9 Focus per shot (or 12 per second instead of 6).
Rapid Recuperation will cause Rapid Fire to give 20/40/60 Focus immediately and will cause Rapid Killing to generate 3 Focus per second.
*snip*
So it goes from costing 30 focus, to costing 10/-10/-30 (giving you 10 or 30 additional focus), or to just outright negating the cost and giving you 20/40/60? Math fail. Also, terribly OP talent.
El Fantastico on
PSN: TheArcadeBear
Steam: TheArcadeBear
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited April 2010
I wonder what the appropriate pets things are for each race. That's a fantastic change though.
Henroid on
0
GnomeTankWhat the what?Portland, OregonRegistered Userregular
edited April 2010
Any news on DK changes? I would imagine since DK is such a new class, and was "designed right" to begin with, we won't see anything drastic (other than the obvious Talent/Mastery changes coming down the pipe for all classes, which is pretty drastic).
Any news on DK changes? I would imagine since DK is such a new class, and was "designed right" to begin with, we won't see anything drastic (other than the obvious Talent/Mastery changes coming down the pipe for all classes, which is pretty drastic).
Posted last night. Their rune system is changing so that you'll be using RP dump more often and don't have to nail every rune CD.
Posts
The ancestral knowledge change has been a long time coming. What a piece of shit talent that's been.
And a low level enhancement ability helps a lot. And Earthquake sounds grand. And spirit link is coming back yessssss.
On the plus side, I can aoe the area to stop any bandages or whatever, but can people shoot -out- of a smoke bomb?
It'd be kinda funny if certain class abilities from other classes (not all of them) made the smoke clear. Like druids drop a hurricane on it and it's gone.
Edit - Okay wrong skill I guess.
But alas.
Soothing kiss was a threat drop
Seduction is CC, and still there.
Oh a thousand times this.
I play a Shaman, main spec Restoration, and the Shaman write up has given me an erection lasting longer than six hours. I think I need medical attention. I don't know if my wang can hold together until Cataclysm launches.
- The Four Horsemen of the Apocalypse (2017, colorized)
Only if said priest is ready to deal with the splash damage.
It'll be like what mages are going to see later today for arcane missiles: Actually works as intended, we promise this time.
AOE might eventually get him down but it will take FOREVER
An example of a way not to use thunderstorm? When I'm tanking H-FoS for you, and I've juuust gotten all the casters in the big, spread out 5 pull room gathered up. You do that, it's a good way to guarantee I don't taunt off you for the rest of the instance.
I was also thinking that you could chain them, and kill the people tanking him while they aren't getting heals. Because most of the healers will not figure out how to run in to the cloud. Then he'll just run around killing everyone else. Should be good times.
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:
Steady Shot/Cobra Shot: No cost. Generates 9 Focus per shot (or 12 per second instead of 6).
Arcane Shot/Chimera Shot /Explosive Shot: 45 Focus.
Aimed Shot/Multi-Shot: 60 Focus.
Concussive Shot/Tranquilizing Shot: 35 Focus.
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:
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).
Ravagers: Will provide a debuff that will increase an enemy's Physical damage vulnerability (similar to a weaker version of the warrior ability Rampage).
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
Marksmanship
Ranged Damage
Armor Penetration
Double Shot
Survival
Ranged Damage
Ranged Critical Damage
Elemental 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.
Double Shot: The hunter will have a chance to launch a free attack off of the global cooldown for 50% 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.
Holy shit, the only bad bit of hunter levelling has changed, surely Druids will get a 1-20 buff now.
Odd that they are scrapping ammo entirely. They originally wanted to make it an item.
Hell yes motherfuckers. Gotta catch em all!
That may make me play my huntard again...
I let so many pets go...
So it goes from costing 30 focus, to costing 10/-10/-30 (giving you 10 or 30 additional focus), or to just outright negating the cost and giving you 20/40/60? Math fail. Also, terribly OP talent.
Steam: TheArcadeBear