More hunter changes revealed!
On top of the already announced hunter talents and spells (Elizabeth beat me to them as I was in a Baron run) WoW developer Kalgan has been quite busy on the official hunter forums filling in some of the details of the several changes to hunter mechanics and stats.The most significant change was already leaked to WoW Insider a few weeks ago, that being the change to hunter itemization that sees 1 point of agility give 1 point of attack power rather then the previous 2.
Here are the rest of the changes straight from Kalgan's post:
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.
EDIT: Kalgan also posted a word about the leaked pet skills. Apparently, as has been suggested before, the rumoured skills have been in the WoW database since launch and are not intended for use. The real pet skills will be released at a later date.
Filed under: Hunter, News items, Expansions






Reader Comments (Page 1 of 1)
Unkle Oct 10th 2006 9:39AM
This sounds really good.
Kali Oct 9th 2006 10:48PM
You might want to add to the post that the snakes in the snake trap have random poisons (much like rogue poisons - mind numbing, crippling, etc) and that the snakes will attack enemies randomly in the 10 yard radius and chase them the same distance as normal mobs.
Zghuk Oct 9th 2006 11:27PM
People (esp. hunter of course) are very happy about these talent tree. Well, it looks very nice, beast master is now an option.
But the big thing is about the agi/RAP-nerf. If hunters will loose now damage because of the recalculation nobody needs hunter in raids then...
hunterftw Oct 9th 2006 11:19PM
Wooohooo, long live hunters!
Danny Oct 9th 2006 11:20PM
I for one think that hunters need to be nerfed. This is pretty depressing seeing how fast hunters can deal damage and how fast they can stack up crits. Looks like I need to drop my fire mage for a hunter because Blizzard see's no reason to equalize hunters with other classes.
paul Oct 9th 2006 11:54PM
are there snakes on a plainstrider?
Teut Oct 10th 2006 4:24AM
Recap: Hunters are good DMG dealers, until you hit Naxx. Most raids dont take more than 2-3 hunters with them as the damage of Hunters dont stack up as well as Rogues and Mages. We have a linear raise, while the others have an exponential raise.
That has been changed with the new talent tree. Our Int and Agility now reflects to damage with the right talents.
Re: Crits. All armor has been reworked, hunters hav eless agility than before, damage is DIFFERENT now. Dont believe mages are underpowered now, they are not compared to the hunter. Bliz needed to make sure raids want hunters with them.
Check the new talent where hunters can attack but put aggro on another raid member. Thats a KEY talent now for raids. Thanx Bliz, we needed that.
NewDark Oct 10th 2006 6:53AM
He's right, these changes are awesome! Now whenever hunters are in pvp they dont have to be fodder for rogues/shaman combat freeze trap ftw ^_^
Prauche Oct 10th 2006 10:33AM
After posting yesterday that the new talents/spells were very anti-climactic and that I had a ho-hum response, this thread went a long way toward soothing me. I feel much better this morning and would like to offer thanks for starting my Tuesday off with serenity. (um, no, not SERENITY NOW!!!!)
Zerbe Oct 10th 2006 11:27AM
I dont have a hunter, but 2 friends do, some interesting changes. The trap change I think was needed. Is the cooldown global for traps or just each type? Hopefully global. I dont mind getting caught in the trap so much, as loosing my target when they FD/Trap.
Unkle Oct 10th 2006 2:39PM
The cooldown is global for the traps. That'd be so overpowered if I could drop all my traps at once.