Scattered Shots: Beloved complexity
This week on Scattered Shots, David provides a break in the rushing waves of Patch 2.4 news to wax philosophical about his love of being a hunter. To be perfectly honest, he hasn't had time to even try out the new patch yet, but he's really looking forward to waxing on and off about the patch at some point as well.
They say that being a hunter is WoW on easy mode, but in reality, the "easy mode" style of hunting is only the beginning of what a hunter can do. Sadly many hunters never really arise out of that stage - easy hunting can become like a rut in which one may not even realize that there is another way to do things. A player can rise out of this rut, however, either through an enterprising nature, or through acquaintance with a good hunter role-model. However one rises to it, the opportunity is there for hunters to do all kinds of things amazing things, mostly at the same time.
In fact, you could say that a fundamental mechanic of the hunter class, probably the mechanic I love most in the entire game, is that of controlling multiple characters at once: the hunter and the pet. You have the most control over your hunter character, obviously, and the pet functions as something like a yo-yo which is attached to the hunter. You can point the pet in the direction of an enemy to attack, or you can recall it to wherever you are, but you can't tell it, for instance, to kite an enemy around in circles in the same way you yourself could.
The limitations inherent in the abilities of the hunter and the pet, as well as the synergy between them, reminds me a bit of chess. Managing both the pet and the hunter to greatest effectiveness in different situations means you have to keep more than one thing in mind at all times. When you play most other classes, you can just pay attention to them and what they're doing, but being a good hunter requires you to be more aware of what's going on around you, just like chess requires you to keep track of the whole board, not just the little portion of it where the most action is happening.
Solitaire
One activity that I enjoyed a lot as I leveled up was to try and balance your threat on the very edge between your hunter and your pet, so that the mob is constantly shifting between the two. Ideally, the mob will spend a lot of time running back and forth without actually hitting either you or your pet very much. When you try this technique, your goal is mainly to take as little damage as possible, but really there are all kinds of ways to mix it up when you're leveling, and give yourself a challenge. You can try to achieve maximum efficiency of various sorts: fastest damage dealt, most efficient mana usage for grinding, even best ways to beat an elite enemy that should normally take 3 or 4 people to defeat. In this way, being a hunter feels like dancing or juggling when you do it well, and it helps make being a hunter more exciting and rewarding. (Of course, you'll need a threat meter to make this work.)
As a hunter, you also have many opportunities to use the environment to your advantage, more than any other class I've played so far. If you're the kind of person that likes to try out new ways of doing things, you quickly learn about strafing to one side or another, kiting enemies in circles, placing traps to slow them at just the right time, jumping off a ledge in order to force the enemy to run around the long way while you keep shooting at them.
All this you may try out with much excitement only to find yourself accidentally running into some extra enemies and having to fight several of them at once. Although technically it's bad form to attract more enemies in this way, it's not really the end of the world for you, since you have so many different tools at your disposal to deal with them all. In fact, it can really add to the excitement and challenge of playing a hunter by keeping things unpredictable and interesting, while at the same time usually staying within your ability to control the situation. (This is in contrast to many other classes, which can quickly spiral into disaster if you make the slightest mistake.)
Cooperation
In a group, also, there can be lots of interesting things to do. You make your pet stop growling in order to let the tank do his or her job, of course, but you still have to consider how much threat is going around all the time. You can sometimes go ahead and go crazy with your damage, then time your feign deaths, misdirections and other abilities just perfectly so that you never actually pull the monsters on to you directly.
You can also pull your pet back and forth at various times depending on which enemy or boss you're fighting and what kind of dangers it presents. On a fight like Pandemonius in the Mana Tombs, for example, there are certain phases in which you have to stop all melee attacks on the boss or else it will reflect a lot of damage back to you. It can be fun to try and time your pet's attacks exactly right, doing as much damage as possible in between these phases while taking the least damage (and keeping your pet alive too).
Also, when it comes to laying traps in a group, it can feel like a real work of art to manage chain trapping effectively. Brian already covered how traps work, but there's a special feeling you get when you do it just right, and you feel as though you can go on indefinitely. And if you can keep your damage up at the same time, that's even better. In this situation a hunter has at least 3 things to keep track of: the pet, his damage, and his trapped enemy. Juggling all that means that your actual dps may go down a little bit, but in the end, it's worth it because you're really challenging yourself to do a good job for your group. It's definitely not as simple as casting polymorph or shackle on an enemy again once the timer starts to run down, and the added difficulty makes it all the more rewarding to do well.
In short, although hunters have a bad reputation for being the "easiest class" to play, in fact there is a healthy range for a player to do either a mediocre job by just repeating the same old attack patterns all the time or an excellent job by applying a wide variety of techniques to varying situations - sometimes working multiple strategies all at the same time. That's what makes being a hunter special for me and keeps me coming back to this class no matter what other characters I play.
They say that being a hunter is WoW on easy mode, but in reality, the "easy mode" style of hunting is only the beginning of what a hunter can do. Sadly many hunters never really arise out of that stage - easy hunting can become like a rut in which one may not even realize that there is another way to do things. A player can rise out of this rut, however, either through an enterprising nature, or through acquaintance with a good hunter role-model. However one rises to it, the opportunity is there for hunters to do all kinds of things amazing things, mostly at the same time.
In fact, you could say that a fundamental mechanic of the hunter class, probably the mechanic I love most in the entire game, is that of controlling multiple characters at once: the hunter and the pet. You have the most control over your hunter character, obviously, and the pet functions as something like a yo-yo which is attached to the hunter. You can point the pet in the direction of an enemy to attack, or you can recall it to wherever you are, but you can't tell it, for instance, to kite an enemy around in circles in the same way you yourself could.
The limitations inherent in the abilities of the hunter and the pet, as well as the synergy between them, reminds me a bit of chess. Managing both the pet and the hunter to greatest effectiveness in different situations means you have to keep more than one thing in mind at all times. When you play most other classes, you can just pay attention to them and what they're doing, but being a good hunter requires you to be more aware of what's going on around you, just like chess requires you to keep track of the whole board, not just the little portion of it where the most action is happening.
Solitaire
One activity that I enjoyed a lot as I leveled up was to try and balance your threat on the very edge between your hunter and your pet, so that the mob is constantly shifting between the two. Ideally, the mob will spend a lot of time running back and forth without actually hitting either you or your pet very much. When you try this technique, your goal is mainly to take as little damage as possible, but really there are all kinds of ways to mix it up when you're leveling, and give yourself a challenge. You can try to achieve maximum efficiency of various sorts: fastest damage dealt, most efficient mana usage for grinding, even best ways to beat an elite enemy that should normally take 3 or 4 people to defeat. In this way, being a hunter feels like dancing or juggling when you do it well, and it helps make being a hunter more exciting and rewarding. (Of course, you'll need a threat meter to make this work.)
As a hunter, you also have many opportunities to use the environment to your advantage, more than any other class I've played so far. If you're the kind of person that likes to try out new ways of doing things, you quickly learn about strafing to one side or another, kiting enemies in circles, placing traps to slow them at just the right time, jumping off a ledge in order to force the enemy to run around the long way while you keep shooting at them.
All this you may try out with much excitement only to find yourself accidentally running into some extra enemies and having to fight several of them at once. Although technically it's bad form to attract more enemies in this way, it's not really the end of the world for you, since you have so many different tools at your disposal to deal with them all. In fact, it can really add to the excitement and challenge of playing a hunter by keeping things unpredictable and interesting, while at the same time usually staying within your ability to control the situation. (This is in contrast to many other classes, which can quickly spiral into disaster if you make the slightest mistake.)
Cooperation
In a group, also, there can be lots of interesting things to do. You make your pet stop growling in order to let the tank do his or her job, of course, but you still have to consider how much threat is going around all the time. You can sometimes go ahead and go crazy with your damage, then time your feign deaths, misdirections and other abilities just perfectly so that you never actually pull the monsters on to you directly.
You can also pull your pet back and forth at various times depending on which enemy or boss you're fighting and what kind of dangers it presents. On a fight like Pandemonius in the Mana Tombs, for example, there are certain phases in which you have to stop all melee attacks on the boss or else it will reflect a lot of damage back to you. It can be fun to try and time your pet's attacks exactly right, doing as much damage as possible in between these phases while taking the least damage (and keeping your pet alive too).
Also, when it comes to laying traps in a group, it can feel like a real work of art to manage chain trapping effectively. Brian already covered how traps work, but there's a special feeling you get when you do it just right, and you feel as though you can go on indefinitely. And if you can keep your damage up at the same time, that's even better. In this situation a hunter has at least 3 things to keep track of: the pet, his damage, and his trapped enemy. Juggling all that means that your actual dps may go down a little bit, but in the end, it's worth it because you're really challenging yourself to do a good job for your group. It's definitely not as simple as casting polymorph or shackle on an enemy again once the timer starts to run down, and the added difficulty makes it all the more rewarding to do well.
In short, although hunters have a bad reputation for being the "easiest class" to play, in fact there is a healthy range for a player to do either a mediocre job by just repeating the same old attack patterns all the time or an excellent job by applying a wide variety of techniques to varying situations - sometimes working multiple strategies all at the same time. That's what makes being a hunter special for me and keeps me coming back to this class no matter what other characters I play.
Filed under: Hunter, Tricks, Leveling, (Hunter) Scattered Shots







Reader Comments (Page 1 of 1)
JT Mar 27th 2008 3:37PM
What a great look at the hunter class. Sometimes I feel like a cop-out because I play the class, but I can't help that I like it more than the others. It definitely feels like a dance, constantly paying attention to threat, terrain, distance, traps, pet health, your health, etc etc. There are real challenges to playing a hunter. When controlling 2 characters, you essentially have to work twice as hard to stay effective.
Lizardking63 Mar 27th 2008 3:47PM
Oh yea...playing a hunter is complex alright. Sick your pet on a target and autoshot...real tough.
seankreynolds Mar 27th 2008 3:58PM
You completely missed the point of the article, which is that while there is an "easy mode" in playing a hunter, there are many upper-level strategies that aren't easy to master. That's why there are hunters, and then there are huntards.
(I have two hunter characters, BTW.)
Keylogger Mar 27th 2008 3:59PM
What the.... didn't his first paragraph address that very point? Although hunters take little skill to play at the lowest level, GOOD hunters rise above that and can realize the class's full potential.
JohnC Mar 27th 2008 4:02PM
yeah i agree really, im a hunter (dont claim to be the best; dont have enough experience. but i like to think i can do some things to remove the "huntard" title)
i would probably agree hunters are easiest class to play, but i think hunters are the hardest class to play well (or atleast one of the hardest) its easy to be good as a hunter, but hard to be great, thats the challenge i like.
alt255 Mar 27th 2008 4:16PM
Playing a hunter can be easy. You can put your pet on a target and autoshot, it might die slow, but you can do whatever you want. Its all about how you want to play and how much you want to work. If you are a good survival hunter, you can freeze trap 3 mobs at a time. Hunters have tons of good tricks, its just that 90% of the people that play them have no idea how to use or the skill to pull some of them off, so they pet/autoshot...
Paminen Mar 27th 2008 4:18PM
The problem is that there's basically no difference between the keen master of all things Hunter and the autoshot afker, in pve anyway. Your most effective mode of DPS can be reduced to a spammable macro. I'm not saying any other class has particularly challenging dps either
xarnx Mar 27th 2008 4:39PM
Shadow priests have a pretty complex set of cooldowns and dots to keep up - if you're just counting dps there are 5 spells to cycle through, and then add your good samaritan tank shielding, fear warding, and health returning, you've got 8 spells you're actively trying to keep active.
thush Mar 27th 2008 4:21PM
I've gotten a shaman, warrior, druid, paladin, and hunter to level cap and right now I like my hunter the best. A lot of people bag on hunters and being a noob class, but honestly I think my pally was just as easy, especially mindless prot grinding bless/buff yourself, seal, judge, repeat - wow complicated. It doesn't matter. Both pally and hunter played well can be extremely useful. The reason bad hunters give us all a bad rep is because of using their strong points to do bad things. Like what? Like doing things such as not using FD to threat dump *BEFORE* you get aggro, and instead using FD and having the healer get aggro and wiping the group. Having a pet is a nice DPS help for the group, but if you leave growl on that positive turns to a negative. Using AOE to break CC instead of using AOE to kill bad guys, and likewise not CCing well. Sure leveling a hunter is easy mode with "autoshot send pet" as soemone mentioned above, but PvPing and raiding well with one isn't any easier than any other class. I use to think badly of hunters until I put my money where my mouth is and rolled one. Try it if you haven't, they are a lot of fun and people love you if you play one well.
LytLady Mar 27th 2008 4:35PM
I love this article. Being a Hunter is a completely different art form, with various parts to be aware of and learn. I play a Druid, Rogue, Warlock and a Hunter. My main has become the Hunter (though I like the Druid too). I totally enjoy trying out different methods when dealing with all the various situations.
As I learn new skills, I find it very obvious when a Hunter plays badly.... i.e. charging into a mob instead of using his pet, allowing the pet pulling from the tank, multi-shoots mobs and then complains he is being attached, etc. Our guild leader is a Hunter "with epic gear", but few will party or raid with him because he has not worked on his skills (though we all love him & No I will not call him out). I am always a welcomed member to the party (even though I am 5 lvls below him w/ no epic gear) ... and it is only because I am constantly working on my various skills.
I understand why many don't like or even understand Hunters, but it is usually because they have not played with a Hunter that has worked on their skills... They just leveled as quickly as they could, and forgot to "Skill-Up." Hopefully the few Hunters that do work on theirs skills/abilities change the minds of others.... Until then.."Save your Mana - I will heal my pet"
Sedna Mar 27th 2008 4:33PM
I have to say, there are few things I find more satisfying than encasing some poor melee mob in a block of ice mid-swing. I think I spent half of my first Magister's Terrace run icing blood elves into awkward positions and laughing.
Arrwen Mar 28th 2008 5:03AM
Great article. I have a hunter and druid at level cap and while I focus more on healing these days then on dps, I still remember the days when I played with my hunter. I was a newb when I started playing with my hunter, but I improved over time and groups liked to have me.
A little addition to your article I think is saving the group. Several times when things went ugly and the healer got aggro, I took it off him/her. The fact that I stand in the back I have a good overview over the whole fight and can anticipate when the healer gets aggro. Then take the mob off the healer and trap/OT it for a bit. Your dps may be a bit lower, but I prefer being lower in damagemeters then walking back from the GY. So besides doing dps, controlling your pet and doing some trapping, you are also able to save the group from a wipe. These things really distinguish hunters from huntards (like the BM hunter I did SL with last week who didn't use his pet because it was a pain to control it)