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7-19-2007 @ 4:55PM
For a class that relies so heavily on staying at range, the hunter has surprisingly few ways to get back into the ranged zone once slowed. Priests have fear to buy them time and space, Warlocks ditto plus skillcoil, Mages have nova/blink (and a few other less practical methods). Not to mention gnomes uber-racial that clears movement impairments instantly on a one-minute cooldown. But hunters realistically have only have two chances to get away, and they're both on long cooldowns. They can trap, or they can trinket. After those are gone, they have nothing to help them. Trinket is a once-an-arena thing, and traps are trinketable or otherwise easy to remove through dispels. For my warrior, it comes down to just use hamstring twice. Then the Hunter's mine. For Rogues it's even easier - they just hit the Hunter and the crippling poison's back on.Back in the day, I remember people saying that Feign Death should clear debuffs. I gawked at that idea seeing as Feign Death was on a 30 sec cooldown and Hunters wanted it to be like a Rogue's Cloak of Skill. Looking back, maybe they should allow Feign Death to clear movement impairments ...Another solution that I see most commonly used by Hunters is to tap the Beast Mastery tree. The new 41st point ultimate makes the Hunter completely immune to movement impairments. And they're a real pain to deal with when that happens and the pet's munching on your madly. But that talent ability is kinda in the same class as a trinket - 3 min cooldown usually makes it a one-use ability.There are a couple solutions, but I believe the statistic in the arenas. They're difficult to play in an arena compared to other classes.And while we're here, for the love of god someone nerf Cyclone to a dispellable or change its cooldown.
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