Scattered Shots: Space

Lots of classes are very much "point-and-click" when it comes to battle -- you just pick your target and start using special abilities. The artistry of playing your class usually has to do more with the particular order you use these abilities in than it does with actual positioning and usage of the space around you (with the exception of raiding boss battles which require people to be standing in the right place at the right time).
More than any other class, however, hunters use space itself as a weapon. For us, the usage of space is so much more than just "getting in close" or "keeping a safe distance." Our traps, combined with our totally different abilities depending on how close we are, mean that our strategy completely changes depending on the spacial circumstances we help to create.
Traps ahoy!
When a hunter lays a trap, he or she claims that particular area for himself in a way that no other class can do, and any action that happens there is probably going to give that hunter the advantage. A trap is in some ways the opposite of your average totem, for instance, in that it has an attacking effect rather than a supportive one; and in controlling what the enemy can or cannot do safely in that area, it actually has much more of a controlling effect on that space. Plus, even in the case of offensive totems such as Searing Totem, Magna Totem, and the like, the fact that any of them can be destroyed makes them more like summonable (if stationary) allies than actual environmental obstacles. In this sense, the hunter is the only class with an actual territory he or she can claim for her own, even if only temporarily.Whenever I'm called to Blade's Edge Arena, for instance, I like to rush up on top of the bridge and control it as much as possible with Flares and Frost Traps. That bridge is great for hunters because it is already such a long narrow space, and our traps can have maximum effect there. Our enemies don't have anywhere to get away without jumping off the bridge. When in battlegrounds, I also try to find long and narrow spaces like that with clear lines of sight, so as to make best possible use of my control of the environment.
With PvE, of course, there's a very different, more geometrical strategy to where you put your traps, since monsters aren't really smart enough to avoid them. Brian wrote a good introduction to trap placement in PvE situations in his article on crowd control, which is well worth checking out. This particular topic certainly deserves more attention in the future -- mastery of trapping in PvE (as well as PvP) is one of the things that sets the best hunters apart from the masses.
The beasts within
On top of this, a hunter far away and a hunter up close are two different animals. While some other classes have various abilities which can only be used up close or far away, none of them have the same effect on the class the way that hunter abilities do. A warrior at a distance can't do much other than charge, for instance -- getting away from him (if you can -- it isn't so easy) is kind of like turning his off-switch. A rogue at a distance is a little trickier, what with Sprint and Shadowstep and Deadly Throw (or even restealthing) threatening to close the gap, but essentially all these abilities are the equivalent of a warrior's charge -- a rogue would rather be up close than far away.At first sight, we might say that hunters' melee abilities are just the opposite of this, merely ways to try and keep enemies from getting in close where hunters are weak. But there are a number of situations in which a hunter might very well wish to get in close, especially to apply some crowd control to the situation. Wing Clip, for instance, isn't just a panic button to use on enemies when you wish they would go away -- it's also a way to put the brakes on an enemy that is rushing toward your friend, or a monster that is running off to get help. A hunter might rush in to lay a Freezing Trap right at an enemy's feet, too, or else surprise him with a Raptor Strike from a Vengeful Gladiator's Waraxe as they run by. Add the ability to control pet to all that, and you have a class that turns its very environment into a weapon more than any other.
Wrath of the Level 80 Elite Night Elf Ecoterrorist
One of the things I hope to see more in Wrath of the Lich King, are various abilities which make the use of the environment all the more important. Abilities with knock-backs are an obvious possibility, which inspires daydreams of knocking enemies off steep cliffs and such, but abilities which literally force the enemy to come to you are another one that people have never really had to deal with in the hands of players before.Hunters could make use of both sorts of abilities and more, especially if a trap could have such effects. On top of that, however, I'd like to see more abilities which could alter the environment itself. What if there were some way to create a temporary wall which could obscure line of sight, and force people to walk around it? Or what if a trap could automatically spring people high into the air whenever they walked over it?
What sort of spacial abilities would you like to see in the expansion? And how do you use your traps and other abilities to make best use of the environment?
Filed under: Hunter, Analysis / Opinion, PvP, Wrath of the Lich King, (Hunter) Scattered Shots






Reader Comments (Page 1 of 1)
Michael May 29th 2008 5:02PM
Something that would help reduce the resistability of my traps would be nice.
Also some fun traps or DoT traps would rock.
Jobu May 29th 2008 5:16PM
All Blizzard needs to do is make traps (and volleys) look at the +hit table rather than +spell hit table. It's stupid that hunters would have to stack both +hit (for regular shots, like Auto and Steady) and +spell hit (for Volley and traps) when they could just stack +hit instead. Realistically, no hunter would ever stack +spell hit, which means we get resisted traps all the time.
Oblitherax May 29th 2008 5:55PM
Both Immolation and Explosion are dot traps, though explosion does have both immediate damage and dot damage.
Also, in the survival tree there is a skill called Trap Mastery which makes your traps get resisted 10% less of the time.
Chamual Jun 20th 2008 7:38PM
@Jobu
Well I guess you will like the upcoming changes where there is going to be a unified +hit!
STereo May 29th 2008 5:29PM
I agree with Jobu.
It's clearly a bug that we don't use +hit for traps. Why would any hunter ability be based on any spell statistic?
If one of the lead developers played a hunter, this would have been fixed years ago.
Gart May 29th 2008 5:39PM
I would like to see a trap that reduces armor by 50% that would ROCK!!!
Zeplar May 29th 2008 5:46PM
It'd be a set amount like sunder and expose armor, not 50%, which is huge.
silencer May 29th 2008 6:05PM
A corrosive acid trap of some sort that would eat away at the unfortunate victims armor (http://www.wowhead.com/?spell=18070) for a short period of time. Possibly a trap filled with dirty or sand that could cast something along the lines of http://www.wowhead.com/?spell=11983 .
PeeWee May 29th 2008 9:26PM
Enh Shaman at a distance - free kill.
No wait, enh shammies shouldn't PVP at all *snap*
Richy May 30th 2008 10:43AM
I would love to see a root trap cause even with entrap ment we have no reliable way to root people as it is.
Casfála May 30th 2008 3:02AM
That would mean they had to remove Entrapment as they wouldn't allow us to have both Frost Trap with a chance to proc a root and a trap with a 10-sec long root =/ . Well that's most likely what they would do.
dean.speedway May 30th 2008 3:19AM
It's a minor quibble but a warrior can use intercept just as effectively (as a rogue) to eliminate their 'off switch' albiet temporarily.
sZimm May 30th 2008 3:21AM
quote:
"Lots of classes are very much "point-and-click" when it comes to battle -- you just pick your target and start using special abilities. The artistry of playing your class usually has to do more with the particular order you use these abilities in than it does with actual positioning and usage of the space around you."
what? are you honestly trying to tell me that only hunters have to worry about range, facing and line of sight? thats stupid. all classes have to factor in these concepts in their play style to be effective in arena. even melee classes who have to decide paths of movement that will lessen the distance between themselves and their ranged opponents. not to mention that all classes have to understand how to impede their opponents by separating them from their healers, avoiding attacks by stepping behind objects and still keep line of sight to their own healers...
even in pve, positioning is a key for all classes - dont aoe near cc, dont pull too close to adds, dont stand in aoe, wallpulls, moving to maximum range or close to avoid charges, etc, etc...
no class in WoW is point and click.
David Bowers May 30th 2008 3:34AM
No that is not what I am honestly trying to tell you. If you read the rest of the article, you can see it's not so much about range and line of sight as it is about being able to turn the environment into a weapon in your arsenal through traps and assorted abilities. Range, facing and line of sight are all issues for every class, but they are much more of an issue for hunters, whose use of the environment makes all of these more dynamic elements. It's a relative distinction.
Hunters don't have complications such as combo points, extensive damage over time, healing, and such things which distinguish other classes, but we don't talk about those here because this column is about hunters.
Jason McLeod May 30th 2008 11:03AM
I'd like to see Volley do something useful. Have it's power increase with AP like explosive trap. With 105 Damage per tick at lvl 70 I might as well throw flowers at my target and hope they have an allergic reaction.
Hawkbane Jun 6th 2008 7:22AM
Being that I played the Hunter (Assassin) class in Elder Scrolls, I miss the Assassin / Sniper ability. One thing I truly believe is missing from the Hunter class is the ability to be invisible. Being that I already have a Rogue, I'd argue that this could be a game breaker...but since a hunter would only need stealth from a distance (like a true sniper), Hunters should have an ability to go stealth at a distance.
They should call it Camouflage and should be part of the MM or Survival tree.
This ability would allow the Hunter to be invisible even when attacking from a minimum distance of 10 yards providing that the Hunter does not move. Any movement should cause the stealth to break. To keep this from being a complete game-breaker in PvE and PvP, there should be a timer or say a 25% chance to break stealth every time a shot is fired. Also, to go in line with the $$ cost of being a hunter (e.g. Arrows), the hunter should be required to buy Camouflage paint from a Reagent Vendor, which is consumed each time the Camouflage ability is activated.
David Bowers Jun 8th 2008 8:50AM
You have this functionality already if you are a night elf, because of the racial ability shadowmeld. Night elf hunters wouldn't really benefit from this camouflage ability, because their shadowmeld would be better.