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Den store Huntertråden


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Hm. Mye artig for BM/MM, men 41-talentet i Survival var litt sånn.. eh..? Var det så imba, da?

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Er vel ganske bra for burst damage. Hvis hunteren får tatt motstanderen med buksene nede er det gode sjanser for høy damage på kort tid.

 

Aimed-Auto-Multi-Arcane (separate CDs i BC, riktig?) -> Feign/Trap (hvis det ikke blir "fikset") -> Aimed-Auto-Multi-Arcane-Concussive Shot -> Readiness -> Multi-Auto-Arcane.

 

Jada, det krever litt flaks, men i beste fall ...

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Ja, som om aimed + auto + multi + sint pet ikke er nok til å spise opp et par tusen hp, liksom. :)

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Det er ikke nok på de store stygge krigerne.

 

Men alvorlig talt, Misdirection må jo være helst fantastisk for å gi Main Tank mer threat enn han noensinne vil trenge.

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Steady Shot - Rank 1 

 

Requires Level 66

110 Mana8-35 yd range

1.5 sec cast

Requires Ranged Weapon

A steady shot that causes 100 damage. Causes an additional 175 damage against Dazed targets. 30% of your Ranged Attack Power is added to Steady Shot's damage. 

 

Dette virker jo helt imba. Si en hunter på level 70 har 2000 RAP, så gjør den skillen 100dmg +600 eller 100+175 +600 mot dazed target. 700 dmg uten cooldown med 1.5 sec cast for 110 mana :!:

 

Heftig burstdmg kombinert med concussive shot.

 

hmm

Also, since Arcane Shot does a bit more damage than Steady Shot (unless the target is dazed), you'll generally favor Arcane Shot over Steady Shot when it's available.

 

enten kommer huntere til å bare ha halvparten av AP de har i dag, eller så blir arcane shot blodbuffet

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enten kommer huntere til å bare ha halvparten av AP de har i dag, eller så blir arcane shot blodbuffet

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Yes, there are several notable changes.

 

1. Traps are now on a 30 sec cooldown, but can be used in combat (you no longer need to feign/trap).

 

2. When feign death is resisted, you are still reduced to 0 threat for any targets that did not resist feign death (although if any creature resists the feign, you won't be taken completely out of combat, you'll still be on the creature group's target list).

 

3. Attack Power and Crit related changes:

a. Hunters now get 1 AP per Agility rather than 2. This change helps us provide more interesting stat distributions on hunter items. Previously, Hunters valued Agi significantly above any other stat, such that it was extremely difficult for us to create variety among Hunter items. For example, before this change, we could have spent 1 stat point on an item to give you either 2 AP or 1 Agi (which gave 2 AP along with a small bonus to crit and a small bonus to dodge... clearly the better choice). However, several changes have been made along with this change in order to offset the AP loss.

 

b. Hunters now get significantly more crit per point of Agility than before (about 33agi/crit at level 60).

 

c. Hunters now get more dodge per point of Agility than before (about 20agi/dodge at lvl 60).

 

d. Ranged weapons have had their damage values significantly increased (and consequently the weapon's dps)... this also helps make weapon upgrades feel more meaningful for Hunters than it did previously (along with the other changes, this change is retroactive).

 

e. Most Hunter equipment has been updated to have a better distribution between +Attack Power bonuses and Agility.

 

4. Aimed Shot related changes:

a. Aimed Shot now resets the Hunter's shot timer. This talent was always intended to be an "opening" shot, and not something that would be woven between shots. However, since Aimed Shot became such a core element for Hunter DPS, we didn't want to make this change until we were prepared to make several other changes to increase hunter DPS to offset it. Fortunately, this means that some of the odd side effects of the old Aimed Shot are no longer relevant, such as requiring hunters to use extremely slow weapons to maximize their DPS (weapons slow enough to be able to use Aimed Shot in between auto shots)

 

b. Arcane Shot now does substantially more damage than it did before, and scales with AP.

 

c. Steady Shot has been introduced as a core ability in the expansion, and provides much the same kind of gameplay as Aimed Shot did in the past (a shot you weave in between your normal shots), but to a much more managable degree (since it's a 1.5 sec shot, it doesn't require as slow of a weapon to take advantage of, and doesn't require to stand still for as long).

 

5. Other note: Wyvern Sting may now be used in combat.

 

 

post 82:

http://forums.worldofwarcraft.com/thread.h...156379&pageNo=5

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De nerfer ikke AP'n deres, de bare gir dere AP istedenfor AGI (som f. eks istedenfor å ha 30 agility på et item blir det 15 agility og 30 ap, blir ikkenoe forskjell (ikke på crit eller dodge heller siden de setter ned requirementet på dem også).

 

Stop the WHINE! ^^

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