Saturday, April 21, 2012

Is BM viable for raiding?

I always loved BM but switched to MM because MM was simply stronger in 4.2 (stronger for me too). I don't like survival because it is essentially brainless, but buffs to BM give me an opportunity (excuse) to whip out my spirit bear. My question is simple: Is BM a bona fide raiding spec or simply a way to gimp your raid?
It is viable. Perhaps not the very best of all time but it's not bad.

Need current info on rhino horn toss

Does it still work, or has it been nerfed? What is the cool down? Does it work in pve against npc's? What about npc bosses? Does it work in pvp?

If nothing else, the rhino is extremely intimidating. The size sometimes causes the other faction to momentarily pause.
It's clunky, but what do you expect, forcing you to use the worst type of PvP pet in beast mastery just for a knockback with a longer cooldown than every other classes knockbacks. It knocks the opponent in the direction the way the rhino is facing, which means that if used on an opponent walking towards you (since pets automatically attack the backsides of targets) they will be launched towards you.

Only point in having one out would be for attempting at knocking people off of LM or Eye of the storm, but once again, super clunky, hard to use and not even and aoe knockback like almost every other knockback in the game is.

Hunter Macro Question.

Hey guys, I am leveling a hunter atm. I was looking to see if there is a macro for this. I want to MD my pet when i pull mobs. Is there a macro that will MD my pet and have my pet attack in one macro?
Well one way you could do it is to set your pet to focus and then using the following macros

/cast [target=focus] Misdirection
/petattack

Or you could try

/cast [target=insert pet's name] Misdirection
/petattack

But...setting your pet to assist, the pet will automatically attack when your first damaging ability hits the target. So could, technically, get rid of the petattack lines and set your pet to Assist. Hope this helps.





#showtooltip Misdirection
/petattack
/cast [@focus,help,nodead] [@pet] Misdirection; Misdirection

Casts MD on your focus, and sends pet in to attack. If no focus, casts MD on your pet. I tend to use this one for 5-mans a lot, but a mouseover without petattack for raids.
#showtooltip Misdirection
/petattack
/cast [@focus,help,nodead] [@pet] Misdirection; Misdirection

Casts MD on your focus, and sends pet in to attack. If no focus, casts MD on your pet. I tend to use this one for 5-mans a lot, but a mouseover without petattack for raids.


+1 this

I'd almost prefer it as a mouseover, because sometimes in raids we have to switch md targets, but I really think this macro is probably the best.

In theory: could a hunter solo the LK?

And if not, why?
The only issue I see that comes to mind is the Valk phase, but I'm certain some distracting shot trick, or disengaging back on at the right time, would negate it.
Bump.
Only thing so far that has done it is Dks. Considering that there are some fights hunters can solo that Dks cannot...I would say they can't do LK because of a mechanic or too much aoe damage to keep it all focused on their pet.

Question about spirit pets

I know there are a lot of pet collectors out there. As a hunter myself and as a tank on this toon, I want confirmation of a simple fact.

All pets have a growl, yes?

Hunters keep telling me that their spirit pets do not growl, or that this rare pet they tamed does not have a growl. My hunter has three spirit pets, and every single one of them has a growl, even if it isn't on their default pet control bar I can find it in their spell book. I alter the pet bar to my needs.

Today someone told me that Loque'nahak doesn't have a growl. Even if a thousand people tell me their Loque growls, it's possible this person will tell me that hers does not, but at least I will know. Is Loque some freak of nature that doesn't have a growl?

Edit: Not having too much trouble with threat, but an occasional trash mob will end up on the pet. On my hunter, turning growl off is a small courtesy, and makes sure my pet doesn't end up dead if the tank doesn't feel like dealing with it. When I'm tanking, I usually ask only once if growl is on, and let it go; I have more serious things to worry about. This is more of an skill gauge, if the hunter doesn't even know whether his pet is growling...
All pets have Growl. Only Tenacity pets can talent Taunt. If you are losing threat, it is most likely to a Tenacity pet with Taunt on auto-cast (or a mischievous Hunter). But, all pets have Growl.
Loque most definitely has a growl, they all do, as the poster above stated. :)

This is more of an skill gauge, if the hunter doesn't even know whether his pet is growling...
Then you let it die. If the pet dies, that's on the hunter. If the pet dies and the mob then decides to attack the hunter, that is on the hunter as well.

Hunter Pet Transmogs?

I think it's a fun idea to play with in your head. Seeing hunters running around with neon pink foxes or albino alligators.

Or the concept of being able to take your regular crab and transmog it with the Ghostcrawler skin that you have in your stable from your BM spec.
It'd be fun but Blizzard wouldn't do it. Besides, instead of taming rares, you just pick up a common skin version of it and change it.
It could be just like gear transmog where you have to have the skin to use it.
As in, if you want to use Koroma's skin on your wolf, you need to have Koroma in your stable.
It could be just like gear transmog where you have to have the skin to use it.
As in, if you want to use Koroma's skin on your wolf, you need to have Koroma in your stable.

This would be nifty considering I have pets in my stable I can't use because I don't currently have a BM spec. But it isn't high on my priority wish list.

hunter pvp pet

what is the best pet for hunters in pvp, mainly bgs

ty
monkey or spider are what youll want the most. but anything that can stun/root/etc. will work jsut fine.

Spirit beast Idea for Hunters, To blizz

So here is my idea. I am a Beast master hunter, and I recently got Ghostcrawler, My first spirit beast. And I love him. But thinking back on it, I never really had a spirit beast because they are so -hard- to tame. Just from there rarity. Is there a chance that perhaps blizz can introduce a spirit beast that was on a faster respawn timer? So that more hunters have the chance to have there -amazing- abilities and spectral looks?
no... for you dont see why they are so hard to get
Because there supposed to be special? Thats like saying Yeah you can be a Demo warlock, But you have to farm endless hours for your felguard.
Ahem would you like an epic mount?
The spirit beasts have always had a long spawn timer. Why? for the same reason no one has the TLPD. Its supposed to be rare, an achievment to get it. Blizzard gave in a bit in Cata by adding the rare lava spiders that respawn fairly rapidly.

On another note...I want their spirit strike back! =( I miss people saying "Where the hell is that moonfire coming from?!"
Deleted by Geminuccubus

Fun Master's Call Bug

Hit Master's Call and exit the Deeprum Tram into Stormwind. If you breach the portal when the ability is still up the visual effect will persist after effect itself expires. Mount up and fly around the town with your sweet green trails while people inspect you.

Spirit Beast...doh!

Downloaded NPCscan to go and try and get myself a spirit beast or two, fly over grizzly hills, and find Arcturis...Fly down to tame him forgetting that I had my Worm out....of course it lets the tame start instead of giving me the warning that I have a pet already....before I could get to dismiss pet, Arcturis was dead....do I abandon that stupid worm in retaliation or just beat my face against a stone wall for my own stupidity?
both only because it will amuse me
Do not abandon your worm. It's a Jormunger and they are awesome. He was just doing his job, it's not his fault you forgot to put him away before you started to tame the big bad bear!

Oh, and name your freakin' pets already! :D
Nah, keep him. Arcturis has a 10 hr spawn timer I believe and doesn't share it with anyone. You'll find him again.
Keybind your pet attack button and put your pets on passive. This would've allowed you to feign / run away and redo the tame.
Arcturis isn't in high demand anymore. You can find him easy. I've seen him every time I've headed through that zone since taming him.

Does stat priority change with 2/5 t13?

Double focus regen, seems like stacking haste is sort of a waste now, no? Mastery over haste now?
Oh, and this would be specific to BM pve.
I couldn't tell you anything for certain, but from what I've seen and experienced that would make sense to me. (I'm not properly reforged right.) Whenever I pop a haste CD it feels wasted to me as I am switching back to arcane spam after 2-3 Cobra shots. Obviously try for crit first and then mastery. If anyone has done some actual testing of this please weigh in!.
For BM? Rotation hasn't changed and haste has always been garbage.
Anyone else?
from what i've read

BM Mastery > Haste
MM Haste > Mastery
SV Mastery = Haste ( as long as your cobra is still 1.66, tho personally i think Mastery is much better, as long as your cobra is still 1.66 or faster, but i don't theroycraft)

The 2 piece for BM and SV lets u just fire more Arcane shots, and ensure u have enough focus for KC and Explosive.

MM you can completely change your rotation if you want to, so much focus.

Edited SV ()

BM, couple of questions

I was trying to increase my range haste to speed up my cobra shot. When I activate Rapid Shot CS goes like crazy. My goal was to match that or try to. I stacked a lot of haste today and still it fire slow as hell. Is there a way to make CS cast faster or is it at a set speed?
My second question is as BM should I prioritize Mastery over, say, crit when grabbing gear/trinkets? I am undecided as to what to swap out as rolls come down the line. I carry 15k dps now and want to know if mastery will raise it a bit, I would like to see 18-20k steady.I don't raid so don't say hit raids because work prevents that from ever happening. Thanks in advance.
Cobra Shot gets faster with Haste.

BM's stat priority however is Agility > Hit 8% > Criticial Strike > Mastery > Haste.
ok thnx

Beast mastery pve

While i myself have no hunter, I am trying to gear up a friend who has one. But every hunter I know of only uses beast mastery for pvp. A whole different game.

But what kinds of stats or even builds would one want to be competetive? Every spec has its niches and can do good damage. I did it back when unholy had a bad rep for terrible dps. So hunters have got to be that same kind of thing. (He loves beast mastery, and much like everyone else. Why stop playing a spec you love when it can be viable.)

Right now. think the priorities are Agility>hit to cap>crit>mastery>haste. Please correct me if wrong.
BM as a spec is quite viable, its pet/kill command mechanics that are the real issue.
Pets always are an issue. Can't make them perfect as each pet would be a bit different. Him and is devilsaur he enjoys. something that would have to wait until I go to his house and play his guy for a bit to get used to hunters and then try to fix it all. (perhaps without him ever knowing that I changed his talents and soon, reforging)

Point of Interest: Bull!@#$

So, during wrath I had one of the ZD color changing raptors, loved him, named him Chamelemon. Favorite pet at the time. Cata is released, no more color changing.

Ok, I can deal with that, its retarded, but I can deal with that.

I look on petopia, and the exact same color changing raptor is available! Awesome! But its on lost isles and is only available to goblins. Seriously, what. the. !@#$.
I know.. this has made me a sad panda too -.-

Will it be worth it to get 2 pieces of T13

for the pvp benifits?

Maybe it's just me, but I think getting 2 pieces would help amazingly in pvp. Thoughts?
uh
yes
ok good, glad I'm not crazy
better enjoy it before blizz inevitably has it nerfed to the ground

Best DPS Talents/rotation?

Hey forum, I just re-worked my talents to focus more on DPS for raiding. My Ilvl is currently 372 and I am still only pulling around 15k in Raids. I set up MM with a Aim shot, Aim shot, Steady, steady, steady, serpent sting, chimera, steady, steady, aim, etc. Is there something someone can suggest that I am possibly doing wrong? All of my items are enhanced with gems and I have attached a scope to my main weapon, I can't really seem to get above 15k, I cap around 17 with CD's. Appreciate any advice here. Thanks everyone!
Never use a gem that is not pure +40 agility, unless it's a +20agi/20crit or +20agi/20hit to fill a single yellow or blue socket, and only if the socket bonus is +20 agility. You are missing just about every enchant there is to miss, a scope isn't the only item enhancement available. You don't need Hunter vs. Wild, get Pathing.

Your wolf pet spec is pretty ugly. Change it to something like this:

http://www.wowhead.com/petcalc#0md00ccz0hoko

Use your cooldowns - rapid fire, readiness, call of the wild, roar of recovery (cunning) - frequently.

There are plenty of guides around. The stickies in these forums for example ([Sticky] Marksman PVE Guide (4.1) - or the Survival one). Read through them.
In addition to better gems and enchants, you have too much hit rating. You only need 8% for raids so reforge out of hit and into crit, or where crit is already available forge into haste.
If you click on your own armory, you'd see this.

Character Audit
9 unenchanted items
1 non-Mail item
Missing Ebonsteel Belt Buckle
Reforging
No items have been reforged.

Of the gems you do have, almost all of them are only WotLK level. On top of that, most of them are the wrong flavor.

Glyph of Steady Shot should not be used with your BM spec and more stamina (Hunter vs Wild) does not help your MM spec.
All these questions are answered in your handy-dandy sticky threads!
check out warcraft hunters union. it will tell you priority shots and such
I also don't like your rotation. For MM at your haste level (can't advise on other spec) you should be able to get 4 steady shots and 2 arcanes in just as chimera shot comes off of cooldown. You can hard cast aimed shot instead of arcane if you'd like, but you cannot cast while on the move.

Get rid of chimera shot glyph and replace with kill shot glyph then do all the things everyone else has told you above.
what are the stat priorities my steady shot is at a 1.73 cast time and i have 33% crit and 13.53 of mastery in mm?

what is a good rotation for MM i do like 30k-35k but i am ilvl 392

A small concern about a cool weapon/toy.....

So a few years ago, there was a weapon that dropped off a secret boss in Karazhan called the Arcanite Ripper, its a pretty awesome two handed axe as it has a special use that makes you into Bergrisst from L90ETC. Now with hunter's losing access to melee weapons in MoP, whats going to happen with this awesome weapon/toy/trinket?

This was a concern a friend brought up to me as she has this weapon, so I thought I'd bring it here to be asked and pondered upon.
You will be able to equip melee weapons in place of ranged weapons so anyone who has the arcanite ripper will still be able to use it.
Don't worry, there is rumor of a bow that turns you into Judas Priest on a 6% proc rate. It forces everyone in your zone to watch a cutscene from "Breaking the Law" on the back of a pickup truck.

New hunter wondering about pet naming

So I have been leveling a hunter and after finally finding a crustacean of the crab kind to tame I was devastated to find I can't call him Mr Crabs. I'm assuming this is some kind of copyright thing, although i'd love to know how they got away with "Mr Pinchy's Magical Crawdad" if that is the case.

Anywho can anyone provides a link or list the hunter pet naming policy? I am looking to have a bit of fun with this and just want to know what I can and can't use as trial and error is getting annoying.
Titles specifically are disallowed. Not entirely sure why, but Dr/Mr/Duke etc seem to be all blacklisted.


Try without space.
If you can name it Walmart then you'll know it's not copyrights. As string said it could be the space thing. Spaces , numbers , slashes , underscores , 3 consecutive same letters , all that stuff is not allowed.
Thanks for your replies and I should of put it in OP, but I tried it without the spaces too, as Trelliae said seems to just be titles, Mr, Dr, Mister etc. Settled for SeñorCrabs for now until I come up with something else.

Hahaha Walmart love it, and most definitely not a copyright thing then, this was just the 1st thing that came to mind

Cheers guys

Mists Black Arrow.

Am I reading this tool-tip right? 1,055% wep damage up front and another 4.2k over 20 seconds, applying the dot to all targets in its path, no cool-down, 40 focus, 40 yard range.


Is that right?
I believe that the wep damage is a tooltip error.
Yeah, let's hope they don't notice untill MoP is released.
If it's not a tooltip error, we'd be 1-shotting people with that.






It's a tooltip error. Trust me.
I figured it was an error. Just putting it out there for others and blizz to see.
I don't see why people concern themselves with placeholder modifiers when there's a second paragraph to Black Arrow that makes it absolutely incredible.
it's less the the damage it's the AoE. It'll be awesome

taming question?

when taming Deth'tilac how far into the fireland dailies do you have to be or can you just tame him as soon as you get to the firelands?
Far enough to unlock the wardens.
Once you open the portal you can tame Deth'tilac.

Am I the only One? Tier 9 Horde, Best Mog

Anyone else agree? Windrunner tier 9 horde looks AWESOME, with hellreaver on back?

On a side note, who can suggest matching boots for this set other than the ToC, ICC ones.

About Time!

Today's notes offered two points that caught my eye immediately:

• Aspect of the Hawk now grants roughly 35% more attack power.
• Deterrence now also reduces damage taken by 30% while active.

It's about time!

Thursday, April 19, 2012

Just getting back to the game with questions

Ok, I spent several months just goofing off with the game due to boredom and then just quit completely. I was gone for a bit but just signed back in today to play for a bit. I do not plan to raid or do any dungeons, its really a pain in the !@# and I prefer not to in general (not to mention as a hunter...who needs me? lol).

Can anyone post some links or give me answers to what I need for stats and maybe even what some of the best gear as a PVE (mostly just questing and achieves) hunter should be? I run BM because I collect pets, and have fun with it a lot but I also spec surv and I am not sure if they are right or not right and how I should be glyphed. So much crap to catch up on!!! Pet talent trees would be helpful too if anyone has good links to toss out. Also willing to chat in game if someone does not mind holding my hand to get me back on my feet haha!

Thank you for all the help, I appreciate it. Coming back should be fun, but seems to be a big task to catch up.

Genn
First, most of the basic information you are looking for could be found here:

http://elitistjerks.com/f74/t110880-cataclysm_beast_mastery_4_2_a/

ElitistJerks is a great place to start.

As far as gear goes, try this

http://www.askmrrobot.com/wow/gear

you should be able to make a seclection that removes raid gear.

You could also try ths site. They will tell you glyphs, and as a bonus, Pet Talents

http://www.warcrafthuntersunion.com/cataclysm-hunter-guides/

Good Luck

New hunter help

Im making a hunter, only class i havent gotten to 30 yet, Undead or Human? and for instances i want a Ferocity not a Cunning correct?
Uhmm.. Racials aren't really that important at higher levels. I mean sure, they help a tad bit, but not enough to be game changing. There are trinkets that give better bonuses to you than racials.

That being said, I think you should roll whatever race you think looks the coolest. (Obviously Trolls or Tauren ;))

As for your pets... You will want atleast three active pets on you. :D

1. Tenacity (The tank and soloing pet): Go bear or turtle, they make great tanks for you to solo.
2. Ferocity (The DPS and group pet): You can't go wrong with a cat, they got some nice stats.
3. Cunning (The PvP and 5 man dungeons pet): Tame a spider. They have nice abilities such as web to stop enemies.

Need more help? Check out these following hunter websites:
  • www.warcrafthuntersunion.com (this website covers pretty much everything you need to know about hunters, from PvP to PvE, from pets to talents, and more.)
  • www.wow-petopia.com (this website gives you information on hunter pets.)
  • www.arenajunkies.com (they give out PvP information.)

  • Beetles also make a good tank pet if you're mm or sv. :)

    Pick the race you think you can staring at for 85+ levels. Tenacity pets are more for soloing, the cunning and fero pets are nice for 5 mans.
    The cats are my favorite. I really like being a Beast Master hunter because you get the exotic spirit beasts--so awesome because they heal you!
    Beetles also make a good tank pet if you're mm or sv. :)

    Pick the race you think you can staring at for 85+ levels. Tenacity pets are more for soloing, the cunning and fero pets are nice for 5 mans.


    Cunning is more for 5 mans and PvP. Ferocity is more for 5 mans and raids, basically group PvE.
    The key is that, in groups, always use the pet that gives the beat raid buff. Usually, that is a wolf, which gives 5% crit. If you have more that one hunter in your group, you may want to use the wolf/cat combination. Cats give you agi and str buff.

    When solo, use whatever you prefer. Use tenacity if you need your pet to tank. For example, when you are trying to kill 5 or 6 creatures at once using multishot. If you pick SV, you may use a dragonhawk (cunning) for that 5% magical damage increase.

    If your tank dies in the middle of a fight, quickly dismiss your pet and call your tank pet, misdirect your aggro to him and tell the healer to heal your pet until tank is resurrected, if possible.

    There are many other situations you need to learn to adapt as a hunter, but I'm sure you will learn as you go. The key is that you want to make sure your pet provides your raid buffs, rather than yourself. If your group is mostly intelligent casters, you want to use wolf instead of cat, and vice versa.

    Remember, raid first, individual bonus second

    Please make ravens tamable!

    http://www.wow-petopia.com/look/raven.html

    I don't know how many people I've spoken to on various Hunter forums that would love to tame one of these bad boys.

    I need help with my hunter!!

    I am looking to get my dps up I follow the rotation I found on wowhead.com.. but I'm still not getting what I should be. Is it my talent tree? Or many bec I'm in BM? I have MM as my secondary talent. But do not know if I have that tree set up correctly either. Maybe I've reforged wrong? Also when I'm in pvp gear should my reforging be different than my pve? HELP PLEASE!! :) Thank you. Noodles
    Also what glyphs should I have? And enchants? (working on getting better gear...)
    Here's a couple of quick things.

    First, you need to gem almost all agi, even if the socket doesn't match. Sometimes if the bonus is good enough, ie: +20 agi or better, go ahead and pick an agi mix gem. Agility does the most for your dps and that's what you wanna stack. And spend some time farming/getting gold so you can afford better gems as you get better gear.

    pvp - reforge to 5% hit
    pve - reforge to 8% hit

    Don't reforge out of crit into haste. Don't bother reforging to haste until you learn about the haste plateaus. Do reforge mastery to hit to cap it.

    Enchants - agi for most everything, crit when there is no agi, stats on your chest piece. For pvp go ahead and use the spell penetration enchant on your cloak.

    You can buy an upgrade on your pvp chest in the AH, until you can get the honor one. Should be pretty cheap.

    Here's a quick macro that's helpful but look for some online too:

    /cast Hunter's Mark
    /petattack
    /charge

    When in BM, make sure you are using Kill Command whenever it's up.
    For PvE

    Hit the MM sticky, it's unbelievably still up to date: http://us.battle.net/wow/en/forum/topic/2369739087

    Here is Wolvergreen's BM thread: http://us.battle.net/wow/en/forum/topic/3082030851

    Hunter Video Guide

    Just copy and paste this link: www.youtube.com/user/draggatron
    There are many videos, also a new one explaining HASTE for hunters. and a MM rotation video called Olympicuss' and an SV video as well. Top dps Hunter shares his info.

    Better PVP RACE for horde

    Goblin, or Orc?
    I have different answers from different people i would like to know to me goblin sounds better becuase of the second disengage is really really good
    either really. if your Bm go orc though.


    scratch that, go orc


    JUNGYYYUUUUUP
    LOK'TAR OGAR!

    Hunter Pets

    Does anyoneelse miss the thrill of taming rare and uniquely stated pets? I do. for example i waiting and camped a month straight for rak'shiri due to having the fastest dps i miss the thrill of findind a pet and taming it to see its special abilities. and why the heck does training and elite pet have no benefit? i am truely disgruntled about this


    So you miss being forced to tame and use a specific pet because of its unique ability/bonus?

    I understand what you are saying. I love my pet Skarr. He has a unique skin and appearance. But she offers no special ability which you can get from any other cat. Her appearance and scarcity is what makes her unique.

    While I do miss searching for that rare pet that has a unique ability, I do believe Wolvergreen would be correct in that hunters could possibly be forced to have that pet, or hunters with that pet would be chosen for raid spots over those who don't.

    Soloing instances

    okay so I have a hunter and want to start soloing. what is the best and/or recommended spec for soloing instances and what is the best and/or recommended pet for soloing instances???
    Did most of my soloing with my fox. But that was personal pref. Experiment a little, find what works for you.
    did most of my solo'ing with my pet,KRUNCH. He is a Spider ;) He is a Spider named KRUNCH. I mean i got his name a long time ago from a spider in my home, i had murdered him. But I learned from him. I murdered him and i heard a KRUNCH noise. So.... it was his exoskeleton speaking to me as he was dieing. It was saying to me - KRUNCH. So i started soloing instances with him after I revived him in game. Like i killed him in real life but brought him back to life in game so its not that big of a deal..... like i didnt mean to sin and kill but dude.... its a spider... in my room! like wut were i to do ! leave him there for me to eat while i sleep? c'mon man! So thats why i revived him in game and named him KRUNCH. I'm a justified hunta. heh ;) Back to work.

    Cpt cruncho ;)
    my solo spec is MM and down to spirit bond for the extra health. i use my boar as a tank cuz..well ive used a boar since BC
    Spec MM. If you're not in raid or high-quality pvp gear, take a few points out of Survival or MM and put them into BM for Spirit Bond. Use a turtle. Misdirection Glyph and Glyph of Mend Pet.

    A good place to start is Stonecore. You can do a quick youtube search for videos of how to do it, but it'll give you a good feel for how to manage your pet/threat/cooldowns for solo'ing.

    Anything before level 80 is almost entirely a pushover, and nearly all encounters in level 80 heroics are solo-able with some practice.
    The need for the extra points BM gives you is pretty redudant right now, so mirroring everyone else just stay MM. I haven't yet encountered a fight where I needed anything outside of my normal PvE spec TBH so I wouldn't go out of your way. I use either my beetle Pinsir or my Turtle Morts but it really just comes down to my mood as they both have the same abilities.

    Pet spec: http://www.wowhead.com/petcalc#MMzG0rMzbo0o

    My stonecore solo: http://www.youtube.com/watch?v=YPCylH-usZg
    MM atm works for more fights than BM. There are a couple fights where BM is better, overall though MM spec'd down to spirit bond healing is the best soloing spec atm. If it hasn't already been mentioned, you should get the glyph of misdirection so that way agro is no longer a threat to you (use as needed). In addition, you should also use glyph of mending for increased heals to your pet.

    Turtle/beetle is typically considered the best pet for soloing as well considering the extra 50% damage reduction CD they have.

    Check out my youtube channel if you want to get a better idea of how to play the spec effectively as well as look at strats for some bosses (lazypeon100 is the channel). Anyways, hope you have fun GL!
    I'm a survival Hunter, so that's what I prefer and really enjoy.
    Sticky traps help out a great deal and toxicology does a good job taking down mobs.

    As far as pets, it's hard not to love a wolf, tho' sometimes I will use a bear for the thunder stomp, lot of folks will disagree but wolves can be pretty tough and can also do some amazing damage (furious howl is a great buff as well)
    Pop an ice trap before you shoot, or a freezing trap half the distance between you and the mob to slow em' down if your pet loses aggro.
    Things go real bad, disengage and feign death, your pet will get over it, I promise.

    Needing help with MM PvP:

    I am looking help for someone high rated, or anyone smart enough to help me with building this character fully PvP. Now, I know I am not level 85 yet, but once I get to it I'll be planning going 100% PvP.

    Anyways, I am currently using this guide: http://mmorig.com/guides/class-pvp/best-hunter-pvp-spec/. Now, on this guide he writes what he recommends (on his point of view) and what would high rated hunters pick and this is what confuses me so I thought I could ask here for help.

    What I need help most with is the glyphs. What glyphs do most MM PvP Hunters pick when it comes to battlegrounds/arenas?

    (This is my current planned spec and glyphs, correct me if I'm somewhere wrong or so http://www.wowhead.com/talent#cZfMGRhkMuroIMM:zVkVraMz)

    Edit: Changed a glyph, link is updated.
    http://www.wowhead.com/talent#czZfkGkhRMuroGMM:zMkVdMMzm

    That's what I use. I'd definitely recommend glyph of master's call, it's pretty much a must-have. glyph of conc shot is also VERY nice, works on mounted people, rogue sprinting, feral druids, ret pallys, anyone with a speed increase, so basically almost anyone. I have the 2 set T13 bonus (double focus on steady and cobra shots) so I use glyph of dazzled prey now because it gives me 4 extra focus per steady shot instead of 2 with the set bonus but I'm still experimenting with that to see if it's better than glyph of steady shot.

    Also, you don't need 2 points in sic'em. I put one point in rapid killing to get the +50 focus for killing someone but that's really up to you, it's way more useful in BG's than in arenas. my last point is kind of a toss up, I put it in one with nature but you could put it in conc barrage or pathing, w/e you want really.

    Hows my reforging as survival?

    I just went survival and i was wondering how my reforging? anything i should change. i didn't reforge my chest cus i needed hit capped.
    Thx
    As survival you want to reforge to best fit this stat

    Hit to 8%>Crit>Mastery>Haste
    Hit to 8% > Haste 20% > Crit > Mastery = Haste (above 20%)

    The reason for 20% is that it enables you fitting THREE Cobra Shots between two Explosive Shots when LnL hasn't proc'd.
    He has 2 pc t13, so he can go for the 3 cobra+arcane+explo rotation soft plateau which starts at 1800ish if i recall.

    TIER 4 PIECE BONUS QUESTION

    Whats the better spec with it Surv or MM, currently im Surv
    Save me a seat on the bandwagon too!
    MM once you get a tier 13 ilvl weapon.

    Spirit Beast ideas

    So far spirit beasts are categorized as being ferocity pets, although there are 3 spirit beasts that fit this category (Gondria, Skoll, and Loque), there are 2 others that don't (Arcturis and Ghostcrawler [cata]). Now not all of us would like these to be ferocity pets an could possibly see them being better placed somewhere else. I would have it so these "natural" forms of the spirit beasts be a secondary spec (Note: only spirit bear and crab would have this) so that they can be useful for tanking, pvp, soloing, etc.
    OR
    They could be spirit beasts that are tenacity instead of ferocity. IMO it would make more sense.

    For those who dont want to read the above
    -The spirit bear and crab (cata) should either have a secondary talent tree for the tenacity pets that they derive from.
    OR
    -The spirit bear and crab (cata) should have their talent trees be tenacity instead of the current ferocity spec

    Things that can benefit from this are
    -Spirit Beasts that survive better for soloing and last resort tanking
    -Allowing for pet to function more like a tank for pvp, greatly increasing defensive tactics for BM hunters that wish to have a tanking pet
    - ^having a mini prot pally as a pet^
    *Im kidding on that last point but in all honesty that extra healing can be a life saver for the pet or the hunter, which makes pvp more fun instead of getting rolfpwnd by every class (referring to the current state at lvl 80 mind you)

    On a side note i really hope blizzard makes crabs have a thorns buff on them like the ones on Azuremist Isle I found whilst playing on my female draenei (im all for the horde but female draenei... lets just say baby got back and front).

    Speaking of which I wonder where Lolotea went :P
    Only problem I have with spirit beasts is that their voices sometimes jump from 1 animal type to another. My Gondria makes a lot of wolf noises. On a side note, I'd really like it if they replaced the rare ghostpaw wolf (forget the name) in Ashenvales skin with that of a purple ghost wolf. With that, add a blue haze to the upcoming spirit beast Karoma.
    Dear Blizzard,

    Please realign the talent tree's for spirit beast, such as every other beast in the game as we know it.

    Crab, Bear - Tenacity
    Wolf,Cat - Ferocity
    Owl - Cunning

    This is my only beef with spirit beasts and the way they are designed.

    The bear and the crab need the tank ability's like thunderstomp and you can take away whatever exotic ability to you or simply make new ones with the same effects
    Dear Blizzard,

    Please realign the talent tree's for spirit beast, such as every other beast in the game as we know it.

    Crab, Bear - Tenacity
    Wolf,Cat - Ferocity
    Owl - Cunning

    This is my only beef with spirit beasts and the way they are designed.

    The bear and the crab need the tank ability's like thunderstomp and you can take away whatever exotic ability to you or simply make new ones with the same effects


    Normally i would Disagree with you on this

    But in MoP, hunters will be able to choose their pet's trees. So this gives your suggestion no purpose in the end.

    Streaming PHDk

    http://www.twitch.tv/stevenpoke
    Good luck!

    anyone feel that..

    the bow off of LFR should be unique? i lost the roll already on that bow twice to hunters that already have it..

    EDIT: a form of unique so it can still be transmogged*
    2 dropped, there were 3 hunters, of course I was the one who lost. I looked, and one had it, and the other didn't. It's kind of aggravating considering that LFR keeps putting me in groups with 4 hunters, but I've been lucky otherwise so I shouldn't really complain.
    had 6 in the one i was in, i would of won it too if the other hunter didnt need.. :/

    NEW HUNTER VIDEO

    Heroic Ultraxion boss fight is now up on my youtube channel. Just copy and paste this link:

    www.youtube.com/user/draggatron



    Thanks for your support!! Your brother in arms..OLYMPICUSS
    I started watching it but popping Rapid Fire while Bloodlust AND Chronohunter were up made me cut it off. Sorry. =\

    Decent numbers though when I checked the end.
    Nice Video. What addons do you use by chance? I really liked the clean look of your interface.

    Venom Web Spray

    Hello all. Just got back into BM and i noticed my boss siithud's venom web no longer does any damage like it used to. anyone else notice this or maybe it is a bug?
    Err, pet special abilities are utility now. They have been for a long time.
    That way they don't throw off the DPS balancing between differing types of pets. :l
    well thats bogus. i liked it when my sithud did damage with its web. it seperated him form a normal spider pet. granted now they have the stam buff, but still, doesnt seem all the special now, atleast to me.

    The Original Hunter Thread

    Let me start by saying that the original thread, posted by Bandet, can be agreed by many to being the accurate standpoint, in which Hunters face.

    I have chosen to risk and re-post his notes in the Damaging Dealing section as it is difficult, if not impossible to separate these issues from both PvE and PvP. We are a DPS class and these problems run into the core of our class, effecting both areas.

    This thread is a re-post of notes, aimed toward the continuation of discussion on these issues. Any "QQ" or trolling will be reported individually so we can keep this civil and most importantly, constructive.

    The Notes:

    1. The Issue

    Plain and simple, Hunters are underperforming at RBG's and Arenas.
    Current Hunter Arena Representation at 2600+: 3%
    http://www.arenastats.com/index.php?r=all&bg=all&br=3&mr=2600&mt=any&mg=5
    Current # of hunters in the top 200 RBG rankings: 3
    http://us.battle.net/wow/en/pvp/battlegrounds/?page=4

    According to Wowcensus, Hunters are the SECOND most played class IN THE GAME.
    http://www.warcraftrealms.com/census.php
    You would think that logically, a class with more players would naturally have a higher representation in arenas. Some people might chalk this up to a "l2p" issue, but that is a blatant troll that has been tossed around since season 1. Yes, every hunter player in the game is bad. Be serious, we all know hunters have serious issues. The developers even admitted multiple times that hunters are poor in arenas, including during the current season, and nothing has been done to fix it. Hunters have remained bottom of the barrel throughout the history of the game. This season they have disregarded hunters state in arena pvp because we are supposedly powerful in RBGS. The statistics say otherwise. There is simply no reason to bring a hunter over nearly anything else in a RBG. We provide nothing that someone else cannot do better, that is why we have the lowest RBG representation.

    Note that this is a class issue. Hunters as a CLASS are not viable in PvP. You may argue that your classes "Bad spec" is worse off than hunters, but if you want to be really nitpicky, Remember that the representation data is from MM hunters, as every hunter in top rated PvP is MM. SV is far worse in PvP than any of the "off specs", Holy priest, Elemental, prot specs. But, this is about class, so we will not discuss this. Every class has a viable PvP option, some have more than one, except for hunters. We have none.

    2. The Problem

    In this section I will be discussing the problems the class has and how it affects us. Everything from Gemming to pet pathing.

    2-1. Core Mechanics

    The phrase "Fix the bugs in the hunter class, and they will be fine" is tossed around a lot. The bugs they refer to are things like that which will be discussed in this section. These are the things that really need to be worked on before anything else is. This is the foundation of the class, and building on a shaky foundation leaves the building vulnerable to collapse. While "Fixing the bugs" in our class would go a long way to making us better, it is still a long shot from making hunters a viable class.

    A. Focus

    Now, focus is a very new thing in the game, and it is no way similar to the resource our pet has used (Which is basically energy, with a different color). The problem with focus is that it is supposed to be similar to energy, as the developers put it in cata beta, we regenerate less focus than rogues when doing nothing, but we regenerate more when casting steady shot, to balance it.

    The following discussion of comparing focus to energy in no way suggests that rogues are overpowered or underpowered, but it is comparing a new resource, focus, to its closest cousin in the game that has existed forever, energy. There is nothing else we can compare it to for an idea of how it should be performing.

    Currently, hunters generate less focus per second even when casting steady shots in a vacuum than a rogue regenerates passively.

    (Note, in a vaccum means nothing else is happening, we are able to constantly steady shot with nothing hindering us, no cast time interruption on damage, no cast speed slows, no moving targets which can go out of range or out of los. Basically, a situation that does not exist in PvP.)

    (Secondary note, the following numbers are taken from a hunter or rogue wearing PvP gear (Very little haste))

    (Third note, this is not considering any resource regeneration that either the hunter or the rogue might get from outside sources, talents that restore energy, glyph of backstab, aspect of the fox, this is only concerned with passive regeneration)

    Rogues passively regenerate 10 energy per second, the amount increased by their haste in PvP gear is .1 per second.

    Every pvp rogue has the talent for improved recuperate. This gives them 12 energy every time recuperate ticks. Every tick is 3 seconds, so for all intents and purposes, you can consider the benefit of this talent an additonal 4 energy per second, provided recuperate is active, and quite frankly, if it is not always on, the rogue is not playing right.

    So, we can consider rogues passive energy regeneration to be 14.10 per second.

    A hunter (In haste amounts associated PvP gear, and the 4pc bonus) with improved steady shot active, will passively regenerate ~4.58 focus per second. If the hunter is constantly casting steady shot, (at a 1.7 cast speed, with ISS) the "Regeneration per second" is bumped up to ~9.9 focus per second.
    So, a rogue passively regenerating is ~40% more effective than a hunter who is spamming steady shot without anything hindering him.

    Any effect that slows steady shot casting, or any damage that prolongs the cast, widens the gap.

    Any time a hunter uses any attack other than steady shot to deal damage, the passive regeneration is bumped back down to 4.58, or 4.41 without ISS.

    Any time a hunter is unable to cast steady shot, due to minimum range, CC, LoS, the regeneration is bumped down.

    So, as you can see, Even when the hunter is allowed to steady shot in a vaccum, which is almost never, the focus regeneration does not come close to what a rogue regenerates passively.

    Please remember I am in no way suggesting that rogues are overpowered or underpowered, but I am simply comparing a new resource, focus, to its closest cousin in the game that has existed forever, energy.

    Slow resource regeneration compared to other classes is one of the main issues with hunter in PvP.

    B. The Pillar Dilemma

    The pillar itself has been the greatest enemy of hunters in arena since arena was introduced. The problem is not with LoS in itself, as every caster has to deal with that, but the problem is in the way the pillar interacts with a minium range.

    Simply put, as a hunter, if you are chasing someone behind a pillar, you go around and are standing next to them on the opposite side. As any caster, you would now be able to attack the person, until they go to the other side. Naturally, you are still subject to interrupts, but you are free to use any instants and or fakecast the interrupt, or otherwise CC anyone that might be interrupting, until which the target runs to the opposite side again, in which you repeat the process.

    As a hunter, you run to the opposite side, and are standing next to them. Now, you cannot attack him, as you have to run an additional 5 yards past them to attack, by which point they are already on the other side of the pillar without you having a chance to damage them.

    This is especially troublesome as in dalaran sewers, there isn't actually 5 yards of space behind the pillar for you to stand on, so your opponent can literally stand there as long as he desires and there isn't anything you can do about it. If you jump down and attack, they just run around the pillar, and you are forced to run halfway across the map and back to be able to attack them, in which situation they simply go back behind the box and you are back where you started.

    I am not suggesting that the minimum range be removed, I am simply identifying a problem in the arena that hunters alone face due to their unique mechanics. Solutions come later.

    C. The Hybrid Problem

    A lot of classes, including hunters have problems with this. This is basically the fact that since we are neither a physical melee class nor a ranged spell class but some abomination inbetween. This leads to qwerky mechanics that shouldn't happen. A strange example would be this odd scenario, in which you almost never see, but gives you an idea of how the hybrid problem happens. Back in WoTLK (I have not tested it currently) a mage could counterspell your revive pet cast, and actually spell lock your chimera shot for 8 seconds. Who knew, right?

    A current problem that we face every day is that chimera shot is a physical ability which deals magic damage. This causes the entire ability to be immuned by hand of protection, which is only supposed to prevent physical damage, and chimera shot clearly does no physical damage.

    This also leads to awkward gearing requirements, such as having to gem for spell penetration that only affects half of your abilities. A full caster gains all of the benefit from spell penetration, while a full melee, such as a warrior, does not require spell penetration at all.

    Again, hunters are not the only class that are affected by this problem, but it is something that hurts us and should be fixed in the base game design.

    Other problems with being a hybrid is sometimes your abilities are subject to spell requirements, such as spell hit, which is usually required to be much higher, and thus they would have to gear for additional hit if they wanted to not miss, while the additional hit rating only had partial benefit.

    Occasionally, abilities will be subject to spell crit as well. This currently happens on serpent sting, and I am pretty sure other classes have this problem as well. As an agility class, my base critical chance is 20.28% in PvP gear, and my spell crit is at 7.55%. This means, I lose a significant % of my crit chance on my dots, while a pure class who only uses melee or spell crit tables would not.

    Another example is that I cannot use trap launcher while either disarmed or silenced. Other classes only have to deal with one or the other, but I am subject to the penalties of both.

    D. Steady shot Casting penalties

    This kind of ties together all of the above into one example, the fact that attack speed slows reduce the cast time of steady/cobra shot.

    While one might argue that casters suffer this penalty as well with cast speed reduction

    1. It reduces our resource regeneration. Bottom line, no one else has this problem. Warriors potentially come close, but it only reduces the rage they get from auto-attacks. Warriors have many many ways to generate rage and auto-attacks are only a small part. Warriors even get rage from using rage!

    2. There are vastly more attack speed slows in the game than there are cast speed slows. Additionally, all the attack speed slowing effects apply automatically and usually have very long durations, 30-40 seconds. Cast speed slows have to be manually applied at a cost, and only last 10 seconds.

    3. Additonally, casters have the option to use instants while they are slowed. We are forced to cast because we have to cast to gain resource, and of course attack speed slows never wear off because of the long durations and ease of application.

    All other classes who are affected by attack speed slows only have it affect their white damage, not their abilities, and most definatley not their resource regeneration. This is a mechanic that affects Hunters and no one else.

    E. Poor Ability Design

    1. Our defenses. We have very little. As an agility class, the design is to have a high base amount of dodge.
    For examples sake(All in PvP Gear):
    Feral druids (in cat form) have 30% dodge
    Rogues have 20% dodge
    Enhancement shamans have 15% dodge
    My hunter has 4.53% dodge

    Like, where did it all go?
    I used to have a lot in BC and WoTLK. It mysteriously vanished, and what did I get to compensate? Nothing.
    I have no more base damage reduction like other casters have, spriests, frost armor, boomkin, soul link, etc.
    I have no self healing.
    I have no damage reduction cooldowns. I have one defensive cooldown, which is more of a "time out" which I also had with back when I had my dodge. Hunters have the least effective health (Total health + the amount of mitigation/avoidance you have that reduces the damage, I.E. someone with 100k hp, who has 10% damage reduction, has 110k effective hp, since it would take 110k actual damage to kill them) with no self healing or defenses.

    2. Clunky mechanics like trap launcher, and traps in general having to use two abilities to cc, making us unable to use one of our best abilities. Addtionally we are unable to use frost trap while using freezing. Other classes do not have to decide between their CC and another good ability. It would be like a mage unable to use frost nova if they polymorphed, or a warlock unable to use howl of terror if they used death coil. Our CC also does not share the same mechanics are more common CC's, such as not breaking on our own dots, or a glyph that removes dots.

    3. Abilities that do not scale. The most noticeable offender is the SV spec. This falls into the "Hybrid penalties" as I was talking about earlier. The ability is made like a caster, it scales off of your stats, not your weapon damage + stats. If I use a level 1 bow, it does the same damage. Hunters are not casters and our abilities need to scale PROPERLY like MM abilities. MM is not better designed spec, people just play it because it is less bad. Raptor strike scales with nothing but your level. Tooltip: Deal melee weapon damage + 395. All traps have poor scaling as well, even on the PTR which supposedly fixed this.

    Another major offender is Kill Command, the ability does not scale with weapon damage, only stats.

    4. Kill command is probably the most awkward ability in the game. The entire beastmastery tree revolves around this button. It scales from your attack power, and when you use it, you don't use it, your pet does. Your pet has to be in melee range of the target for you to use the ability, which costs your resource. No other ability in the game is deisgned this way. If your pet is not in range, you can potentially be focus capped and lose out on regeneration, or lose damage by not using it on cooldown. Other pet-type classes (Like demo warlocks, UH dk's, kinda) do damage while the pet doing a significant portion of the damage. Bm hunters damage is channeled through the pet, and they don't do it themselves. Also, we cannot use this ability while silenced. Kind of awkward to not be able to use our main damage ability as a physical damage dealer while silenced, huh?

    5. Widow venom. We have the only MS in the game that has to be manually applied, and it costs us a GCD and focus. EVERY OTHER ms is automatic.

    6. We are the only pet class in the game that does not have a way to instantly revive out pet. Everyone else does. Instead, we have to do a full 10 second cast. I really don't even know how this is overlooked.

    7. Aspects are extemely irrelevant now. Hunters simply macro everything since they are off GCD. You don't actually manually swap aspects anymore. All the current aspect mechanic does is widen the gap between good players and inexperienced ones who do not know of the macro yet.

    8. Roar of Recovery. Cunning pet talent, restores 30 focus / 3 minute cooldown. It used to be 30% mana on a 3 minute cooldown, now it is 30% focus on a 3 minute cooldown. They didn't even take the time to realize that 30 focus is an extremely small amount compared to 30% mana. It isn't even enough for a chimera shot. This is just an example of how little effort was put into converting hunters to focus from mana. You would think a class which underwent the largest change to any class in the history of the game MIGHT be warranted a little more attention.

    2.2. Skill capped

    It has been said that hunters are one of the hardest classes to play well, and that is one of the main reasons why we do so poorly, less people can play the hunter to the potential. This section will basically discuss why hunters are hard to play.

    A. Hunters are bad.

    Naturally, playing a worse class is harder to play. The opponent starts out with the advantage of not being a hunter, thus you have to be better than him in order to win. This is a pretty generic statement across any game. Playing on a higher difficulty setting means you have to be better to win.

    In WoW, playing a hunter (Or any other underpowered class, could apply to PvE as well) is essentially setting the difficulty slider higher.
    B. Keybindings

    Hunters, along with a few other classes like warlocks and shamans, require many, many more keybindings to play to the potential that most other classes. I am not saying hunters have the most keybindings in the game, that usually depends on the player, whether or not they want a lot of additional macros that do very specific things, but as for minimum amount, hunters are one of the highest, if not the, in the game.

    As an example, for those of you who do not know what a hunter might use regularly, I will list what I have bound, in no specific order.

    Chimera shot / hawk macro
    Readiness
    Raptor strike
    Wing clip
    Silencing shot / mouseover silencing shot macro
    Snake trap
    Freezing trap
    Frost trap
    Explosive trap
    Deterrence
    Tranquilizing shot / Mouseover tranq macro
    Scatter shot / Mouseover scatter macro
    Disengage
    Kill shot / hawk macro
    Steady shot / fox macro
    Steady shot / hawk macro
    Concussive shot / mouseover concussive shot macro
    Serpent sting
    Widow venom
    Arcane shot / hawk macro / Cancelaura macro
    Aimed shot / hawk macro
    Rapid fire / Trinket Macro
    Hunter's Mark
    Distracting shot
    Camoflauge
    Multi-shot
    Trap Launcher
    Feign Death
    Bandage
    Flare
    Aspect of the Cheetah
    Mount
    Cobra shot / fox macro (For when I need to shoot, but do not want to proc bleed)
    Cobra shot / Hawk macro (It would be wasteful to use cobra shot while stationary and not be in hawk for more damage)
    Scare beast
    Pet Special Ability
    Roar of Sacrifice / Mouseover roar of sacrifice
    Master's Call / Mouseover master's call
    Intervene / Roar of Recovery
    Racial / Trinket
    Pet callback macro
    Focus Silence macro
    Cower
    Bullheaded
    Dismiss pet
    Call pet 1
    Call pet 2
    Engineering glove tinker
    Mend Pet
    Revive pet
    Healthstone / Miscelleaneous other item
    Aspect of the Hawk
    Aspect of the Fox



    That is not including other abilities I have bound, such as grenades, food, flying mount, misdirection, belt tinkers, but more of a "Bare minimum" of what any hunter muse have.

    Note that I use mouseover macros. Better hunters than I do not, and instead use a keybinding for the ability on the target, and a keybind for the ability on the focus. They might also additionally use 3 keybindings for roar of sacrifice or master's call or intervene to target between themselves and any of their teammates. You can easily get up to 80+ if you want to bind everything. Also, nearly every ability I have keybound is a macro, even if I did not list it, such as /stopattack on all of it to stop a steady shot cast, or binding hawk to more things. More beginner hunters do not know of this.

    Also, What I mean by X ability / Mouseover macro is this:

    /cast [target=mouseover,exists] Silencing shot
    /cast Silencing Shot



    That will cast silencing shot on my target, and if I have a mouseover it will cast it on that. It requires more focus (IRL) to use, as I have to position my mouse correctly but I do not have to use an additonal keybind.

    Simply put, having more buttons to press makes the class harder to play.

    C. Resource Management

    As I mentioned before, Focus is a shoddy system. I discussed how you have to be constantly casting steady shot to gain maximum resource regeneration. Because your resources do not regenerate passively, but instead, actively, unlike any other class, it is much more difficult to manage. Even if you spend half a second not doing anything, you are losing resource while other classes do not. But if you just steady shot, your damage is pathetic. Also, you have to steady shot in pairs to gain improved steady shot, and any steady shots after the first two, you use cobra shot to gain more damage.

    Additonally, any time you are crowd controlled, you are losing resource regeneration. Any time you are ATTACKING, you lose resource regeneration. Any time the target is Los, you lose resource regeneration. No other class has to deal with these things.

    D. Unforgiving CC

    Hunter CC is one of the most difficult in the game to use. While we do not have to actually cast it, it requires multiple keypresses. To trap someone, you have to:
    1. Activate trap launcher
    2. Monkey blind/scatter shot
    3. Manually click on your screen where you want it to go

    We are the only class that has to manually place our CC on the game terrain instead of casting it on a target, this alone casues unavoidable human error that no other class has to deal with. It requires you to be IRL hitcapped, something you can't gem for. (Get off me mages with your ring of frost, it has a HUGE area of effect compared to traps, and you only have to press one button, and you aren't using it regularly.)

    You can also gain benefit from waiting longer on scatter shot before actually trapping, to make them stay CC'd longer (I.E, putting the trap under them with 2 seconds left of scatter, vs putting it down as soon as scatter is on them) If you wait, you potentially gain 2 seconds longer of total CC, however it increases the chance of it failing.

    The opponent can simply walk/intervene on top of the desired trap, which can make it fail, or they can stun/disarm/silence you in which case you cannot use trap launcher, and the scatter wears off. You will be unable to trap them for 30 seconds while scatter is on CD, unless a teammate sets up a CC for you, something no other class has to do. While it is effective to chain CC, no other class has to have someone cc them in place so you can CC.

    Additonally, unlike most CC's in the game, ours break on one damage, and we have no way to remove dots from the target prior to CC, such as mages have with glyph of polymorph. Also, most classes do not have their own dots break their cc's, if they don't have something that removes dots entirely. It requires us to be aware and think ahead, so we don't accidently dot a target with a bleed effect that we have no control over.

    Also, if our CC fails in any way, we cannot do it again for 30 seconds. Unlike mages/warlocks who have no cooldown.


    2.3. Talents

    The hunter has a lot of qwerky and/or mismitched talents that need to be fixed.

    First: All talent effects that affect the focus of your pet are worthless as pet focus is bugged and randomly will reset itself to full for no reason. This happens pretty regularly as the pet is attacking. No one knows why. Naturally this bug should be fixed, and then these talents will become useful again.

    A. Beast Mastery

    1. Pathfinding. Speed increase on aspect of the cheetah is nearly worthless. Guild perks give faster movement speed. All other talents that give mount speed also give another useful effect, to countert he fact that a talent to increase mount speed is essentially worthless, and give a higher % increase to mount speed. Paladins get 15%, and 15% base movement speed, as well as resource regeneration when afflicted by various CC effects. Death knights get 20% increased speed, as well as a reduction on the duration of snares.

    2. Spirit Bond. 2% of total health every 10 seconds and increases total healing received by 10%. The second part is useful, but the first part is pretty worthless.

    3. Improved mend pet. 2 points for a 50% chance on tick to remove ONE curse, magic, poison, or disease, not all of them. Each tick takes 3 seconds inbetween. A pretty big investment for something that isn't guaranteed, and which takes so long to happen.

    4. Killing streak. This talent grants us a increased damage on kill command after two kill commands critically strike in a row. The effect on this buff lasts 7 seconds. The cooldown on kill command, which naturally is activated as soon as you get the buff, since to get it kill command has to crit, is 6 seconds. That means, you have one second to use the bonus damage buff after the cooldown on kill command comes off. Yeah. I tip my hat to you blizzard, this is probably one of the DUMBEST mechanics in the game.

    5. Bestial wrath & The beast within. The majority of BM's damage comes from within this 10 second window. It is entirely too easy to lock out their damage by a stun, or cc, or silence (Cannot kill command while silenced). You can also simply LoS a hunter, or deadzone them until it wears off.

    6. Beast mastery. The additonal 4 talents are nice, but the ability to tame exotic pets is not all that impressive of a 31 point talent. The pets do no additonal damage but just have some aiblitys that are better. A bm hunter has to sacrifice one of their best abilities, a disarm, root, or 4 second CC's to be able to get a self heal which every other class has baseline.

    7. Scaling. As mentioned before, Kill command needs to scale with weapon damage as well as RaP, similar to arcane, chimera, or aimed shot.

    B. Marksmanship

    1. Efficiency. Why does it not work on kill command as well?

    2. Improved steady shot. Extremely difficult to keep up in PvP, and only works with steady, not cobra shot.

    3. Careful aim. Why is this getting nerfed to 90%? The window in which we get to use it in PvP is small enough as it is.

    4. Piercing Shots. We have no control over when this happens and the bleed effect breaks our CC.

    5. Silencing shot. Needs to be 40 yard range. Tranquilizing shot should be 40 yard range as well.

    6. Trueshot aura. There is no incentive to take this talent. Other classes take the talent because it has a selfish buff component (Such as +4% strength) or any paladin can bring the effect baseline.

    7. Termination. Any target sub 25% health will be healed to full before your steady shot finishes casting, and you really shouldn't be casting an ability that does no damage when a target is that low. Additonally, why does this affect cobra shot, while improved steady shot and peircing shots does not? I don't get it, are we supposed to use cobra shot? Are we not? The talents give me mixed messages.

    8. Resistance is futile. A joke of a talent. Gives us access to a free kill command, the worst designed ability in the game, something we would never want to use to begin with. Additonally, it does not give us a free attack, it restores the focus used after we use the attack. This makes it difficult to use, as the buff could potentially wear off before we have enough focus / pet is in position to use it. Besides of all the clunky mechanics, kill command does pathetic damage as any spec but BM.

    9. Master Marksman. RNG is bad, mmmkay?

    10. Rapid Recuperation. This is like what rogues get from recuperate. Except ours is on a 3 minute cooldown, with a 15 second duration. Also, since it is applied every 3 seconds, you don't actually get the last tick, as rapid fire wears off.

    11. Posthaste. When a mage blinks, their speed boost is over twice as good as ours. Also, theirs is in tier 2 of a talent tree, while ours is in tier 6.

    C. Survival

    1. Hunter vs. Wild. This talent has no effect when you are constantly being trained, as you never will actually be at maximum health. It only might help against hard swaps, but we have deterrence for that.

    2. Improved Serpent sting. This talent is to compensate for the fact that serpent sting does not scale based off of ranged crit, but instead spell crit. We should not have to spec for this bandaid fix. Additionally, MM and BM don't benefit from this as we don't take it, so we are stuck with the bad mechanics while survival gets the band-aid.

    3. Survival tactics. -4% chance for traps to be resisted. That will do a whole lot of good in 4.2 when they work with spell pen, and won't be resisted anyways. Have they even mentioned updating this talent in 4.2? Nope.

    4. Counterattack. A 5 second root when we parry. Oh, right, we have a 5% parry chance. Deterrence does not parry anymore, so this ability never procs. Additonally, if the opponent has expertise, it will never happen at all. Did they update this ability when they removed parry from deterrence? Nope.

    5. Wyvern sting & Noxious stings. Normally, survival has a default -10% damage in PvP because serpent sting has zero dispel proteciton. If you have serpent sting on the target, wyvern sting will remove it and you will have to re-apply it after wyvern sting is off, otherwise you lose 10% damage. Also, wyvern sting only lasts 6 seconds in PvP. What is up with that?

    6. Sniper Training. Bonus damage to steady and cobra shot after being stationary for 6 seconds. Again, the talents confuse me, why does this affect steady shot? Why would survival use steady shot? Obviously a relic from ancient cataclysm beta that was never looked at again. Also, you will never stand still for 6 seconds in PvP, so you will never get to use this.

    7. Black Arrow. Damage is crap for the cooldown, even with 40% buff in 4.2. It is based off of your spell crit, improved serpent sting doesn't bandaid fix this one. How are these broken mechanics still in this game at this point, seriously. Additonally, this talent has no dispel protection, and is on a long cooldown, so it never actually has any affect in PvP.

    8. Scaling. As mentioned before, Explosive shot, serpent sting, black arrow, and traps need to scale with weapon damage + RAP coefficient, similar to chimera, aimed, or arcane shot.

    2.4. Glyphs
    Here we discuss glyphs that either have no effect or are underwhelming.


    A. Prime

    1. Glyph of Kill Command. This is a poor glyph because BM is the least focus dependant spec of the three.

    2. Glyph of Aimed Shot. 5 focus is not enough to make this glyph worth using. Also, you never get the opportunity to use aimed shot often enough in PvP to make this glyph desireable over other choices.

    3. Glyph of Chimera Shot. This glyph does not have enough usability. In PvP, you never get the benefit from it because you are very unlikely to be able to use chimera shot every 9 seconds on the dot. In PvE it requires a very specific haste amount to be able to get benfit from it

    4. Glyph of the Dazzled Prey. The design here is to increase hunter PvP focus generating without increasing PvE efficiency. This is a good design, but the glyph is too underwhelming to have much effect, and as it is a prime is does not get used.

    5. Glyph of Kill Shot. This glyph bugs out often in PvP, as it often will consider a target "dead" when it is not and have no effect. This generally happens when they have an absorb effect at low health.

    6. Glyph of Serpent Sting. For MM and BM, this is a 26 dps increase. That is right, a whole 26. The benefit would be slightly higher, but not much. Extremely underwhelming for a prime glyph. I think this is the worst prime glyph in the game, actually.

    B. Major

    1. Glyph of Deterrence. 10 seconds off a 2 minute cooldown. No surprise here that no hunter uses this glyph.

    2. Glyph of Immolation Trap. While this actually does increase the damage of immolation trap, it does not increase it enough for the traps to be viable options in PvP.

    3. Glyph of Scatter Shot. Lol, Yeah, because I need that often, don't I?

    4. Glyph of Snake Trap. This one is funny because the snakes have so low health that even with -90% damage they still die in one aoe.


    3. Solutions

    So far, everything has been describing what is wrong with the hunter class. In this section, we will go through each problem, or group of problems, in an effort to present a REASONABLE solution that fixes it.

    Please understand that I am in no way suggesting EVERYTHING should be implemented, that would likely make us overpowered. I am simply suggesting solutions for various problems that the Hunter class faces

    3.1. Core Mechanics


    A. Focus.


    As we discussed before, focus regeneration is too low. The trick is to increase it in PvP without increasing it in PvE, as hunters (At least MM, SV and BM would be with a few scaling issues fixed) do fine in PvE.

    Obviously Blizzard forsaw this, and put a bonus on our PvP gear: 5% increased focus regeneration, however this bonus is not even close to sufficient. It would take roughly a minute and a half for the amount of bonus focus we get from the 4pc to give us enough additional focus for an arcane shot.

    Quite frankly, in order to bring hunters up to par in resource regeneration, there has to be a significant buff.

    Solutions:

    1. Change the 4pc bonus to increase the amount of focus steady/cobra shot grants by 5. This would effectively increase our focus per second from ~9.9 to close to ~12.5 per second while casting (Counting the loss of the current 4pc which is ~.4 focus per second.)

    2. Change the 4pc bonus to decrease the cast time of steady/cobra by .6 seconds. This would increase our focus per second while casting to ~12.38 (Counting the loss of the current 4pc)

    Additionally, as mentioned in section 2.1-D, the effect that attack speed slows have versus hunters is too powerful. There is no counter to it and no other class is affected by it.

    Solution: No other way around it. Steady/cobra shot MUST not be affected by attack speed snares. Aimed shot and autoshot can still be affected but it is not balanced for it to hinder our resource regeneration as badly as it does.


    B. The Pillar Dilemma.


    Unfortunetly, our base class mechanics mean we will always be hurt more than anyone else by the pillar. I do not think removing the minimum range deadzone is the proper action, instead I believe the best way to fix the problem is by giving hunters an ability to get around it.

    Ice(Frost) trap should be unliked from the freezing trap cooldown.

    They should not be linked in the first place, I discussed this earlier in section 2.1-E-2 regarding ability design. Frost trap is our best ability against pillar humping, and we are forced to not use it because then we cannot CC.

    Secondly, Dalaran sewers needs to be modified. Either the scale of the map needs to be increased, or the position of the pillars need to be moved closer to the center. Possibly a combination of both. It is unfair for this map to be so biased against one class in particular.


    C. The Hybrid Problem


    In order to fix this, mechanics for many classes in the game would have to be adressed. It would probably be a good idea for a revamp, but it would be harder than most changes and It could potentially cause other balance issues.

    1. Hybrid classes should not have to gem spell penetration, or spell penetration should be removed.

    Frankly, spell penetration has become a silly arms race in this game that is no longer neccessary. Guy A puts up resistance aura, so Guy B puts on 195 spell pen, and now both of the effects are irrelvant. This really should not be in the game.

    2. All of a classes abilities need to be on the same crit/hit tables

    I should not have abilities that crit based on my spell critical strike chance. That is poor design.

    3. Abilities should not be subjectable to both penalties of groups.

    Examples:

    Trap Launcher should not be able to be stopped by being silenced OR disarmed, one or the other. Hunters should not be stopped by silences because we are not casters.
    Chimera shot should not be immuned by hand of protection, if it does nature damage.

    E. Poor Ability Design

    1. Defenses.


    1.1. Deterrence

    To make hunters less easy to kill, several changes should be done.

    Deterrence should be usable while stunned.

    Hunters are too easy to burst down. Most classes have damage reduction or abilities they can use while stunned to keep them alive. I am not suggesting deterrence REMOVE stun however. There would also have to be a few changes to deterrences effect:
    Deterrence currently does not properly deflect spells while you are CC'd and under the effect of deterrence (Usually due to latency of them both going off at the same time). Melee attacks and ranged attacks still properly miss.

    Deterrence now causes spells to miss, instead of deflect.

    That should solve that.


    1.2. Damage reduction


    The talent, "Hunter vs. Wild" which increases a hunter's total stamina by 5/10/15% should be changed to:

    "Hunter vs. Wild" now reduces the damage you take by 8/15%

    This would change it to a 2 point talent, and allow all hunters who dip into SV a more streamlined process, they would take 3 points in pathing, and 2 points here, or 2 points in improved serpent sting.

    Damage reduction is much more valuable than base health because if you are constantly being trained, the increased health has no actual effect unless you are healed to full, and you almost never will be. It also becomes easier to keep someone being trained alive who has damage reduction.


    2. Outdated Mechanics


    2.1. CC

    Either allow hunters to somehow remove dots on a target via a glyph, or have piercing shots not break CC.

    Trap launcher should convert the trap abilities to targetable attacks with 1.5 second base cast time.


    2.2. Poor scaling and kill command


    Serpent sting, black arrow, kill command, explosive shot, and raptor strike need to scale with weapon damage as well as RAP.

    They should be given coefficients that effectively give a hunter in BiS gear a DPS increase, a hunter in poor gear a DPS decrease, and a hunter who has average gear shouldn't see much of a change.

    This keeps survival and beast mastery from slipping away into nonviability as people gear, and making MM best by default. MM is currently the best DPS spec because it is the ONLY one that have abilities that scale.

    Kill command needs a redesign:

    Kill command should be an activated effect on your pet similar to intimidation, that is a 10 second buff that will go off at the next available opportunity.

    This fixes all the range issues on your pet

    Also:

    Aspect of the Hawk should scale based on your RAP, not a static number
    Hunters Mark should scale based on RAP, not a static number.

    2.3. Aspects

    Aspects are no longer a part of the class. No hunter manually swaps aspects, they simply use a macro. The only thing this results in is aspect spamming, and a larger skill gap between hunters who do have the macros and hunters who don't.

    Add an aspect that I jokingly call "Aspect of the THUNDERCOUGARFALCONBIRD" that combines the effect of aspect of the hawk and aspect of the fox.

    This eliminates the problem, while providing a slight DPS buff to steady/cobra while moving. This also reduces the amount of keybindings a hunter has to have.


    2.4. Other poor abilities

    1. Widow venom sucks. Plain and simple.

    This effect needs to be baked into something so it goes on automatically like every other MS in the game.

    I don't think anyone really cares what, it would be easiest to put it on arcane shot.

    2. No pet res.

    We are the only pet class in the game that cannot revive our pet.

    Either give all pets "Heart of the Phoenix" baseline with a shorter cooldown, or make glyph of revive pet cast instantly with an internal cooldown on the glyph.

    I really shouldn't have to explain this, and this really should already be in the game.


    D. Skill Capped


    How can we make hunters easier to play?


    1. Keybind Consolidation

    1. Wing clip. Remove wing clip, and make raptor strike snare the target for 10 seconds. Also, remove counterattack, and make the talent root the target when you raptor strike for 5 seconds, with a 30 second cooldown.
    2. Bake Widow venom into serpent sting. I went over this
    3. Aspect combining would help, I covered this.
    4. Making trap launcher a toggle (Like the combat rogue ability) would reduce the amount of keybinds we have to use.


    2. Resource Management

    With the changes I already suggested to the hunter PvP bonus, and removing snares on our shots in 3.1-A, resources should be significantly easier to manage, as there is simply more to go around in PvP.


    3. Forgiving CC

    With the changes I already discussed in 3.1-C-2.1 and 3.1-B, this should fix the problem of making CC easier on the hunter.

    3.3. Talents

    A. Beast Mastery

    Problems with these talents were discussed in section 2.3-A. Here are some possible solutions.
    1. Pathfinding.
    Increase movement speed by 8/15%, and mounted movement speed by 10/20%

    2. Spirit Bond.
    2% per 10 seconds changed to 6% per 10 seconds

    The heal was underwhelming

    3. Improved mend pet.
    Your mend pet ticks have a 50/100% chance to remove a poison, magic, curse, or disease.

    4. Killing streak.
    The buff now lasts 20 seconds

    This is to ensure you have plenty of time to use it.

    5. Bestial wrath & The beast within.
    The Beast Within causes you to be immune to effects that cause loss of control of your character, but not snares/roots

    This is to ensure your main damage ability is not as easily shut down, but still counterable.

    6. Beast mastery.
    Exotic pet's base attack abilities (claw, bite, smack, etc) should do higher damage than non-exotic pets

    A Major change to bm could help streamline the hunter class:
    BM's "Signature ability" Intimidation is now replaced with kill command, and intimidation is made baseline for all hunters

    This ensures that you can buff the damage on BM's Kill Command without affecting any other spec. This also makes the three talent trees more streamlined, each one has a signature attack.

    B. MM

    Problems with these talents were discussed in section 2.3-B. Here are some possible solutions.

    1. Efficiency.
    Reduces Focus cost of Kill Command as well

    2. Improved steady shot.
    Duration increased to 15 seconds

    This is to make it easier to keep up in PvP

    3. Careful aim.
    Stays the same at 80% health.

    With the rest of the rebalancing between the specs, it is not needed.

    4. Piercing Shots.
    This effect no longer breaks CC's

    It is explained why this is needed in sections 2.1-E-2 and 2.2-D.

    5. Silencing shot.
    Needs to be 40 yard range. Tranquilizing shot should be 40 yard range as well.

    6. Trueshot aura.
    Adds 4% agility passive.

    Selfish buff component to make this talent actually taken when other people bring the same buff.

    7. Termination.
    Increases the damage and/or critical strike chance of Kill Shot.

    You never cast steady shot when the target is low health. This would do a better job of helping us finish the target.

    8. Resistance is futile.
    Changed from a free kill command to a free Arcane Shot

    Kill command should really be a BM only move. Even if that never happens, Arcane shot for MM does the same damage as Kill Command, and it requires less keybindings and is easier to use. For QoL sake, and to make the talent actually taken, should be changed to arcane shot.

    9. Master Marksman.
    Chance to proc increased from 60% to 100%, but the stacks required for activated have been increased from 5 to 8

    RNG is bad.

    10. Rapid Recuperation.
    Focus is added per second as opposed to every 3 seconds

    This is to prevent the last tick from dropping off when rapid fire ends.

    11. Posthaste.

    Speed increased to 60% for 4 seconds
    or
    Causes Disengage to remove snares

    C. Survival

    1. Hunter vs. Wild.
    Reduces damage taken by 8/15%.

    The appropriate change for this talent was discussed earlier in 3.1-E-1.1

    2. Improved Serpent sting.
    Causes your serpent sting and black arrow to restore focus equal to the cost of the ability when it is dispelled. If black arrow is dispelled, the cooldown is reset. Additonally, the 30% instant damage from serpent sting is applied to Black Arrow as well.

    This gives a viable dispel protection to all specs, and espectially survival. You get free damage every time they dispel from the 30% of damage done instantly.

    3. Survival tactics.
    -4% chance for traps to be resisted changed to .5/1 second off the trap arming time

    Removes a soon-to-be outdated mechanic and gives hunters the options for quicker traps.

    4. Counterattack.
    Your raptor strike roots the target for 5 seconds when used, this effect has a 30 second cooldown.

    This was discussed in keybind consolidation in section 3.2-D in which raptor strike was merged with wing clip.

    5. Wyvern sting & Noxious stings.
    Wyvern sting is no longer a sting, such that it will no longer remove serpent sting.
    Noxious stings additionally causes damage from Serpent Sting and and Black Arrow to not break the effects of Scatter shot, Freezing trap, Wyvern Sting, and Bad Manner

    Survival is a very dot-dependent spec, and with all of our CC breaking on any and all damage, it is hard to play in PvP.

    6. Sniper Training.
    Damage bonus is gained after moving consecutively for 6 seconds as well as being stationary for 6 seconds

    7. Black Arrow.
    Now also applies the "8% additonal magic damage taken" raid debuff that wind serpents (as well as other classes) possess. It should not be able to be dispelled or at least have a penalty.

    8. Scaling.

    As mentioned before:
    Explosive shot, serpent sting, black arrow, and traps need to scale with weapon damage + RAP coefficient, similar to chimera, aimed, or arcane shot.

    3.4 Glyphs

    Here some solutions to crappy glyphs will be discussed.

    A. Prime

    1. Glyph of Kill Command.
    New options:
    Your Kill command deals 10% increased damage.
    Your Kill command has a 5% increased chance to critically strike.
    Reduces the cooldown on Kill Command by 1 second.

    2. Glyph of Aimed Shot.
    New options:
    Your Aimed shot has a 10% increased chance to critically strike
    Your Aimed shot now ignores 50% of your targets armor

    Armor penetration is pretty important for aimed shot. This would overall not increase damage in PvE that much as hunters still do not use aimed shot outside of dynamic haste effects and careful aim phase. Additonally, bosses have less base armor than most players, so the effect is not as noticeable in PvE.

    3. Glyph of Chimera Shot.
    New options:
    Increases the damage done by Chimera shot by 10%.
    Increases the Healing done by Chimera Shot by 5%.

    This can give us the option to get some usability out of the glyph in PvP, or give us more healing, both of which we need.

    4. Glyph of the Dazzled Prey.
    New:
    Your steady shot deals 40% increased damage versus dazed targets.

    This is a perfect way to increase hunter sustained DPS without affecting PvE, because lets face it... Steady shot blows.


    5. Glyph of Kill Shot.
    New:
    The cooldown on kill shot now automatically resets, with a 6 second cooldown on this effect

    What is the purpose of the "dead" modifier? Am I going to swap targets and Kill shot that guy at 100% hp?


    6. Glyph of Serpent Sting.
    New:
    You deal 5% additional damage to targets who are afflicted by serpent sting.


    B. Major

    1. Glyph of Deterrence.
    New:
    Deterrence now removes all harmful effects

    Hunters badly need a dot wipe, dot classes hard counter us in arenas and deterrence normally does nothing against it.

    2. Glyph of Immolation Trap.
    New: Increases the damage done by immolation trap by 100%

    3. Glyph of Scatter Shot.
    New: Your Scatter Shot now removes all damage-over-time effects from the target.

    4. Glyph of Snake Trap.
    New: Your Snake Trap no longer summons snakes, but instead roots the target for 6 seconds.

    An option for people who don't want snakes messing with things, and makes all hunters not forced to take entrapment. Basically, an optional bear trap replacement for snake trap.

    4. Nerfs to compensate for DPS gains in PvE

    Okay, so with any buff there is potential to make hunters overpowered in DPS in PvE.

    Please note that currently, BM and SV are lagging behind greatly. None of the proposed changes would make these two specs overpowered, but they would bring them up to level.

    The only spec at risk of becoming overpowered would be MM. How do we stop that? You can't just nerf MM's dps because then PvP dps becomes broken, and we lose the point of buffing us.

    Option 1:

    MM's mastery: Chance on attack to proc an additonal attack.

    PvP hunters naturally run with very little mastery, as we would rather have crit. Generally, that is the case for PvE hunters as well, but there is no resilience on the gear so they end up with much larger pools of mastery.

    If the effect of the mastery was lowered, PvE hunters would lose more damage than PvP hunters.

    Option 2:

    MM's Perk: Artisan quiver.
    This increases auto shot damage by 15%. Lowering this would lower our PvE damage, without overly affecting PvP damage, which mostly consists of abilities used together to create burst.

    A PvE hunter's damage is easily about 40-50% auto shot. Lowering the damage of auto shot would impact our damage significantly, which can outweigh any buffs the spec had which put it over the top. This would also not be likely to lower MM's burst potential in PvP.


    End of Notes

    My only additional thought is possibly changing appropriate pets to do a basic elemental type damage (same amount) besides the physical "Bite" against plate wearers
    Kudos Bowjitsu, good to see this back on the forums again as it's own thread.
    Thank you. I have felt strongly about making a re-post concerning it all. It was unfortunate that Bandet was banned and our discussions were deleted.

    Hopefully, we can continue discussing the issues with our class as it pertains to both DPS in PvE and PvP.
    Before all the haters come on, I have already cleared this with WoW support team; if anyone has an issue with this, I can post the emails here or send them to whoever wants to know. This is not breaking the Code of Conduct.

    That being said, thank you Bow for bringing back some of the critical, relevant information that we had thought was lost.
    I assume multiple hunters (including myself) have it saved in a word document, so it will never really be gone. Anyway, anyone have an idea for a good topic of discussion to get this thread kick started?

    Aimed Shot in MoP

    Why are they nerfing it to half the dmg?
    Where does anything even remotely say that?
    /facepalm

    Look at all the abilities across the board. They are nerfing pretty much all the weapon strikes by about half.
    /facepalm

    Look at all the abilities across the board. They are nerfing pretty much all the weapon strikes by about half.

    Why would they do that? Also, link?

    I'm not very up-to-date on MoP other than looking at the talent calculators.
    All weapon abilities are getting nerfed for several reasons:

    Even more stats in MoP, so more damage from stats and less from weapons.
    Low level PvP gets dominated by BoAs (as abilities have high % of weapon damage)

    There was a blue post about it on mmo-champion.
    Question: Why did attacks using % weapon damage drop so much?

    Answer: We are in the process of recalculating the way damage is dealt. Individual weapon damage is going up by the same proportion in order to keep DPS at level 85 about the same. This should ensure that, at lower levels, these abilities aren’t overpowered.


    From Kaivax, on February 15th, when the new talents were released.

    http://us.battle.net/wow/en/forum/topic/4063167954?page=3#51
    Its because they want low level abilities to scale worse so that abilities dont hit for obscene amounts at low level.

    Aka get hit by ambush or aimed shot in low level bgs and understand why right away.
    Weapon modifiers for everyone are being cut in half. Weapon damage however is being increased on a steeper curve. So while our coefficients are cut in half, our weapons will be doing twice as much damage, netting the same end result we have now.
    I thought the modifiers were just gonna scale with level, kinda like how spell coefficients scale with spell cast time/level (low level spells cast fast but dont benefit as much spell damage)

    Havent seen anything about weapon damage being increased. Repeating what a blue said above
    and numbers are getting exponetialy higher every expac, so they are trying to simplify the system.

    Camo not working as intended???

    I just tested it. It breaks when ur pet uses Dash. I though they fixed this problem months ago. Its almost a year & still not working fine.
    it also breaks when you mearly tell your pet to attack, instead of when it actually hits the target, it breaks on damaging traps triggering (before they deal damage, aka snake trap)

    camo is bad enough as it is, it should only break when damage is taken or done, not when the pet is told to attack, when it still has 30 yards to run before it hits anything
    It also has one MAJOR flaw, even when in camo, you still show up on the mini map in BG's
    Its working as intended. Its just a crap ability compared to the other lvl 85 abilitys other classes got.

    More stable space

    Hello am sure at least a hand full of you hunters are like me and i have all your stable space full from catching pets has anyone heared if hunters will get more stable space?
    Iam sure thier is more than just me that enjoy tameing the rare and exotic beasts i have all but one spirit beast 2 out 3 chimrearas and a hand full of others like atona sambas love hunting for new pets :)
    I'm not sure more stable space is necessary. Would it be fun? Yeah! But as it is we do have quite a lot.

    I'd like an additional "Call Pet" slot, though. Just one.
    Hello am sure at least a hand full of you hunters are like me and i have all your stable space full from catching pets has anyone heared if hunters will get more stable space?
    Iam sure thier is more than just me that enjoy tameing the rare and exotic beasts i have all but one spirit beast 2 out 3 chimrearas and a hand full of others like atona sambas love hunting for new pets :)


    Actually, you're the first to bring this up....

    well i think it would be nice to have more it wouldnt be a buff or anything to make hunters better just give us hunter the chance to catch more of those rare pets. as it is am sure to some hunters a fun thing to do. "gota catch them all"-"tariy"
    http://us.battle.net/wow/en/character/ravenholdt/Jeromic/pet#12324752
    my stable :)
    Yes, it'd be nice, although I'm not crazy over having more Stable slots.

    Perhaps it would be extended to 30 stable slots (plus the 5 active you get to keep) but you have to purchase the next page, or even each next stable slot.

    I don't know much about programming and stuff but extra stable slots (and pets) would take up more server space or whatnot wouldn't it? If you had to purchase it, that way only the ones who really wanted it could use it, taking up less space? idk just a thought.
    The big issue is how stupidly useless extra slots would be. Blizzard doesn't care how many skins of a certain type you have. Blizzard is hesistant to give more USELESS stable space as it would set a point. Then mages would like different USELESS skins for their elemental. And priests would like to be able to have different out of combat prayers that are USELESS but look nice. And rogues are kinda bardish so maybe they could have some USELESS display skill where they play music.

    How about you just have some discipline. there are more than enough slots that let you have several pets per spec.

    If we have infinite stables then why cant we just have infinite bags? Or triple spec. (quad for droods). Making choices means something. Blizzard doesn't want every hunter to be able to tame every single rare spawn. Then what's the point?
    yeah,
    no
    Deleted by Xizwhoa


    Not a fan of the search feature I see.

    rate the transmorg set hunter above

    see this on other class forums so im looking to start one here cause i paid a pretty penny to look this good
    What's up with that certain transmog set that almost every hunter has? (I mostly see belf in them though)
    Ignore me since I only have my helmet transmog. :P
    I look better, OP

    Fill my stable

    So, I decided on what I want to do for Stampede, but I need some help. Is there a list of tameable bosses (raid or dungeon) anywhere?

    I am looking to fill my stable with boss mobs, preferably with unique skins. What I have in mind so far:

    1) Chromaggus
    2) Chimaeron (well...hopefully +) )
    3) Lord Kri

    Any other dungeon/raid bosses that I am not thinking of, preferably those with unique skins or color schemes.
    Garrosh seems wild enough to be a beast.

    Wednesday, April 18, 2012

    STR and STA guns?

    I hate when I'm questing and a gun comes up and I look at the stats to see strength and stamina. I also hate seeing these guns come up as loot in a dungeon.
    Are these guns useful at all? Why are they in the game?
    Aren't hunters supposed to stack AGI and STA rather than STR and STA? I'm just a bit confused. please, reply

    Logor

    they are for tanks.

    warriors have a ranged slot, just like how we have polearms.

    they use it purely for stats just like our polearms.

    so dont go complaining okay?
    I was simply making an inquiry; no need to be a douche. you see, I wasn't aware that warriors have a ranged slot. I swear, no one can ask a question without being accused of complaining. I think you should definitely try stacking some compassion in your stat build.
    Yep, equate it to why warriors might ask why 2h weapons drop with Agility.

    We have stat sticks. They have stat guns.
    Also, there will be times, depending on your gear, that a 'str/sta gun' is an upgrade.
    Compare the DPS on the new one to what you have, ranged damage is your most important stat from a weapon.
    Also, there will be times, depending on your gear, that a 'str/sta gun' is an upgrade.
    Compare the DPS on the new one to what you have, ranged damage is your most important stat from a weapon.


    Aye, this be true. Do not be afraid to upgrade to a high damage strength bow/gun. People will mock you for this decision, but just giggle at this as you out damage them. :3
    I hate when I'm questing and a gun comes up and I look at the stats to see strength and stamina. I also hate seeing these guns come up as loot in a dungeon.
    Logor


    you said you hate them, thats complaining. i simply said dont complain, thats not being mean, its being realistic.

    don't take every little thing as an insult.
    Hopefully they're all changed when MoP hits since only Hunters can use that stuff in MoP.
    logor, you asked a stupid question, expect said people toi act like that when you do, in game or irl
    No idea what your talking about, just wanna ask, what's the best way to get guns?

    Ex: honor points, drops, engineering
    because they don't want hunters to be the only class that gets weapons from quests, but want warriors to have access to tanking guns without taking up drop slots.
    Changing with MOP...

    Thankfully past 80 this gets filtered out rather quickly as warriors start to see str thrown items instead.

    Hunter pet.

    Hey everyone!

    Was just wondering in your guys opinion what the best pet for just doing some dailies is?
    Depends what the daily is, but turtle/beetle pets are great for tanking elites, and bears are quite good for handling large groups for AoE fun. BM has a plethora of fun pets to play with, and I like bringing out my Devilsaur on the few occasions I get nostalgic for Big Red Dino mode.
    Forgive me, for I cannot help myself:

    http://www.youtube.com/watch?v=WhvvNGeHHME
    Sporebat. :)
    Forgive me, for I cannot help myself:

    http://www.youtube.com/watch?v=WhvvNGeHHME
    Sporebat. :)


    Damn you beat me to it.

    (Reminds me WHU event this weekend. Yay!)
    Forgive me, for I cannot help myself:

    http://www.youtube.com/watch?v=WhvvNGeHHME
    Sporebat. :)
    That's still funny? Learn somethin' new every day.

    For dailies? If you can't kill them before they get to you, just about any tenacity pet will do. If you can spam arcane like a lazypants and they die before you're out of focus, use the prettiest.
    Spam arcane?! That the way is not Padawan. Aimed shot > Chimera > loot.

    If you're dealing with elites, usually a tenacity to hold threat n tank a little better, turtle/beetle as already said are best due to their damage reduction cd if it's a mob with high damage, like the wandering elite on Tol Barad for the daily there though once you gear up a little it really won't matter for any dailies, with current gear just from honor/jp you'd be able to steamroll through them.
    Doing pve dailies?

    The Turtle.
    I would say,

    http://www.wowhead.com/npc=50058 + Glyph of Misdirection = FTW...

    Seeing as how you have 2 empty Major Glyph spots...


    Doing pve dailies?

    The Turtle.

    I normally just use a cat (Skarr) while doing dailies. Then switch to a spirit beast in a couple of spots, like out at Sethira's Roost where a heal sometimes comes in handy. If I'm doing some AoE farming, then I switch to a turtle or silithid.
    I use a crab named Sunshine. It doesn't really matter what you use at this point in the expansion. It would be different if you were still in greens.