Scattered Shots: New and improved abilities
Scattered Shots: noun. 1. (Scatter Shot, singular) An ability used by Marksmanship hunters, especially to annoy other players in PvP. 2. (Scattered Shots, plural) A column at WoW Insider about anything even loosely related to hunters, except for high-level raiding and completely improper, sometimes libelous personal commentary.
Hunters are getting quite a few changes in Wrath of the Lich King, but so far haven't covered them all. Today I'd like to go through the newest abilities and discuss them in greater detail.
New Baseline Hunter Abilities:
Nope, no Camouflage. We talked about this before, but it looks like the devs read our article, "Do hunters need Camouflage?" and decided the answer was no. So, instead we have a couple other new abilities to look forward to:
Kill Shot:
This is the new level 80 hunter ability, and it provides us with a bit of utility that help us to stand out and perform better in various situations:
First of all, at 45 yard standard range (or 51 yards with the Hawk Eye talent), this gives us the longest-range damage ability in the game as far as I am aware, which can definitely improve our kiting abilities in PvE and PvP, and even grant us a bit of that sniping feeling we've been looking forward to, especially if we can catch a target off guard and from a higher elevation.
Secondly, the damage bonus it gives to enemies under 20% health reminds one of the Execute ability that warriors have, helping us to do that last bit of damage to finish off a dying boss, or to catch monsters or players who are trying to run away. On that last note, this may be part of a trend we're seeing in the expansion to make running away from battle more difficult, especially in PvP with abilities such as Death Grip for death knights.
Finally, some people compare Kill Shot for effectiveness against Arcane Shot: both spells have a 6 second cooldown, and both do similar amounts of damage for similar amounts of mana, depending on the situation. Likewise, one must also choose whether to cast one of these shots whenever they become available, or to just keep on casting Steady Shot instead.
Kill Shot looks like it'll be especially nice for Survival hunters who get the Sniper Training talent, as well as Marksmanship hunters who get Marked for Death and Improved Steady Shot. Beast Mastery talents don't seem to have anything that directly increases Kill Shot damage.
Bear Trap:
This one looks like it's especially nice for PvP, an alternative for hunters who want to trap a melee class in place while at the same time doing some bleed damage to them. Freezing Trap doesn't last any longer than Bear Trap on PvP targets, (though it lasts a good 10 seconds longer on PvE targets).
What's interesting (and kind of frustrating) is that it doesn't do anything for our larger problem with the difficulty of reliable chain-trapping. It could be that Blizzard doesn't want hunters to be able to consistently keep PvE enemies out of the battle for more than a short time -- perhaps they think that's what other classes are for.
Bear Trap is certainly not the trap to end all traps, but it's a handy extension to our trapping abilities for use in certain situations.
Steady Shot non-clipping:
As you may have heard, Steady Shot damage will be based on your ammo, and will no longer clip Auto Shot once Wrath comes around. What this will do to the very notion of shot rotations isn't entirely clear yet, but we can draw a few conclusions. First of all, you won't have to carefully limit your actions to the brief window you have between Auto Shots quite so much. Instead, you'll be able to just rotate between your shots based on the situation you're in and the priorities of the moment.
Another aspect of this change is that it will alter the sense of timing that currently goes into being a hunter. This is something I can speak about from personal experience -- I just arrived back in the US to visit family, and while here I upgraded my computer to the newest and fastest of the iMacs, which is a far superior machine compared to the Powerbook G4 I was using before. And, aside from the vast improvements to graphics and frame rates, I was pretty surprised to see my effectiveness as a hunter actually go down a bit, rather than up.
The faster connection I have here, combined with the faster computer, means that I no longer need to time my shots for a few moments before the next Auto Shot is set to go off as I used to do. Instead, I need to wait till the Auto Shot actually shoots off visibly and then go ahead and activate my next Steady Shot (or other ability). The problem is that much of the time, the old habit kicks in and I find myself accidentally casting Steady Shot too soon, clipping my Auto Shot and ruining my otherwise reliable routine. Like habits in driving, speaking, and riding a bike, habits in WoW-timing are hard to change -- but once the change to Steady Shot comes along, it won't matter nearly as much. Auto Shot will go through no matter when I cast it.
The one downside to this change is that it means that being a hunter won't require that cultivated sense of timing as much anymore, and some people will say that being a hunter will require even less skill than it does nowadays. But in fact what will probably happen is that it will help reduce the gap between "good hunters" and "huntards" by making the basic hunter damage principles more intuitive. The expert hunters may complain that they're not as challenged as they used to be, but at least the casual everyday hunters won't have to make sense of complicated shot-rotation charts and mathematics just to do their job.
There are lots more hunter changes across the board, especially about pets: new pets, exotic pets, pet talent trees, more on pet talents, family skills, and aggro issues, as well as additional stable slots for more and more pets. Stay glued to WoW Insider to keep catching them all, and check out all our posts in the "hunter" category in order to keep track of them.
Has Scattered Shots once again whet your appetite for news about hunters in Wrath of the Lich King? Don't miss Daniel's in-depth analysis of the new-and-improved Marksmanship and Beast Mastery talents, as well as his early overview of Survival talents.
Hunters are getting quite a few changes in Wrath of the Lich King, but so far haven't covered them all. Today I'd like to go through the newest abilities and discuss them in greater detail.
New Baseline Hunter Abilities:
Nope, no Camouflage. We talked about this before, but it looks like the devs read our article, "Do hunters need Camouflage?" and decided the answer was no. So, instead we have a couple other new abilities to look forward to:
Kill Shot:
This is the new level 80 hunter ability, and it provides us with a bit of utility that help us to stand out and perform better in various situations:
First of all, at 45 yard standard range (or 51 yards with the Hawk Eye talent), this gives us the longest-range damage ability in the game as far as I am aware, which can definitely improve our kiting abilities in PvE and PvP, and even grant us a bit of that sniping feeling we've been looking forward to, especially if we can catch a target off guard and from a higher elevation.
Secondly, the damage bonus it gives to enemies under 20% health reminds one of the Execute ability that warriors have, helping us to do that last bit of damage to finish off a dying boss, or to catch monsters or players who are trying to run away. On that last note, this may be part of a trend we're seeing in the expansion to make running away from battle more difficult, especially in PvP with abilities such as Death Grip for death knights.
Finally, some people compare Kill Shot for effectiveness against Arcane Shot: both spells have a 6 second cooldown, and both do similar amounts of damage for similar amounts of mana, depending on the situation. Likewise, one must also choose whether to cast one of these shots whenever they become available, or to just keep on casting Steady Shot instead.
- Arcane Shot deals arcane damage, which is better against highly-armored targets.
- Kill Shot does deals physical damage, which is better against low-armor targets.
- Arcane Shot has the bonus of dispelling buff effects on the target.
- Kill Shot has bonus damage for low-health enemies, as well as extra range.
- Both can be cast on the run in situations when you can't stay still, along with stings.
- Steady Shot looks like it still does more damage for less mana overall, assuming you can stand still and take the time to cast it.
Kill Shot looks like it'll be especially nice for Survival hunters who get the Sniper Training talent, as well as Marksmanship hunters who get Marked for Death and Improved Steady Shot. Beast Mastery talents don't seem to have anything that directly increases Kill Shot damage.
Bear Trap:
This one looks like it's especially nice for PvP, an alternative for hunters who want to trap a melee class in place while at the same time doing some bleed damage to them. Freezing Trap doesn't last any longer than Bear Trap on PvP targets, (though it lasts a good 10 seconds longer on PvE targets).
What's interesting (and kind of frustrating) is that it doesn't do anything for our larger problem with the difficulty of reliable chain-trapping. It could be that Blizzard doesn't want hunters to be able to consistently keep PvE enemies out of the battle for more than a short time -- perhaps they think that's what other classes are for.
Bear Trap is certainly not the trap to end all traps, but it's a handy extension to our trapping abilities for use in certain situations.
Steady Shot non-clipping:
As you may have heard, Steady Shot damage will be based on your ammo, and will no longer clip Auto Shot once Wrath comes around. What this will do to the very notion of shot rotations isn't entirely clear yet, but we can draw a few conclusions. First of all, you won't have to carefully limit your actions to the brief window you have between Auto Shots quite so much. Instead, you'll be able to just rotate between your shots based on the situation you're in and the priorities of the moment.
Another aspect of this change is that it will alter the sense of timing that currently goes into being a hunter. This is something I can speak about from personal experience -- I just arrived back in the US to visit family, and while here I upgraded my computer to the newest and fastest of the iMacs, which is a far superior machine compared to the Powerbook G4 I was using before. And, aside from the vast improvements to graphics and frame rates, I was pretty surprised to see my effectiveness as a hunter actually go down a bit, rather than up.
The faster connection I have here, combined with the faster computer, means that I no longer need to time my shots for a few moments before the next Auto Shot is set to go off as I used to do. Instead, I need to wait till the Auto Shot actually shoots off visibly and then go ahead and activate my next Steady Shot (or other ability). The problem is that much of the time, the old habit kicks in and I find myself accidentally casting Steady Shot too soon, clipping my Auto Shot and ruining my otherwise reliable routine. Like habits in driving, speaking, and riding a bike, habits in WoW-timing are hard to change -- but once the change to Steady Shot comes along, it won't matter nearly as much. Auto Shot will go through no matter when I cast it.
The one downside to this change is that it means that being a hunter won't require that cultivated sense of timing as much anymore, and some people will say that being a hunter will require even less skill than it does nowadays. But in fact what will probably happen is that it will help reduce the gap between "good hunters" and "huntards" by making the basic hunter damage principles more intuitive. The expert hunters may complain that they're not as challenged as they used to be, but at least the casual everyday hunters won't have to make sense of complicated shot-rotation charts and mathematics just to do their job.
There are lots more hunter changes across the board, especially about pets: new pets, exotic pets, pet talent trees, more on pet talents, family skills, and aggro issues, as well as additional stable slots for more and more pets. Stay glued to WoW Insider to keep catching them all, and check out all our posts in the "hunter" category in order to keep track of them.
Filed under: Hunter, Analysis / Opinion, PvP, Wrath of the Lich King, (Hunter) Scattered Shots







Reader Comments (Page 1 of 4)
Starstrike Jul 31st 2008 9:25PM
bear trap is going to be really good for pvp, bleed damage instead of magic will help make sure it stays on and keep slippery classes stay in combat until they die.
the new trap, along with kill shot will be really awsome for killing runners. something hunters are good at and, I personally, love doing (it makes me feel like a hunter, the thrill of the chase I guess)
I am still torn on auto shot not clipping, I have to admit that my hunter will get even less respect than he does now and I have a feeling that the last thing separating good and bad hunters will finally be gone. as if it wasnt hard enough to get into a raid as a hunter.
Jack Spicer Jul 31st 2008 9:33PM
"I have a feeling that the last thing separating good and bad hunters will finally be gone"
I don't think they're removing freezing trap from the game. Or the ability to chain trap.
Heilig Jul 31st 2008 10:49PM
Bear trap is GREAT for PvP. The root is non-dispellable, which means only Immunity effects, Blessing of Freedom, and PvP Trinkets will get you out of it. On top of that, rogues, our perpetual nemesis, are basically screwed if they get hit with one of these babies. Cloak of Shadows won't get rid of the bleed, so no more cheesy resets when they start to lose.
This is going to completely replace Freezing Trap in PvP situations.
pudds Jul 31st 2008 11:53PM
I wonder if bear trap's bleed damage will have a chance to break the trap early, as with entangling roots.
Adorenko Aug 1st 2008 2:19AM
Lewis Black was right Blogging is the root of all evil. Your sentence structure and grammer is horrible. I can't even tell what your trying to say. You must have been drunk.
sephirah Aug 1st 2008 5:22AM
@Adorenko
"Your sentence structure and grammer is horrible."
GRAMMER?!?!?
David Bowers Aug 1st 2008 9:05AM
Oh yeah? Well your speling is bad. And my grammer is more correcter than your grammer! I can even spel hippocrisy and use the past participle voice!
Regarding bear trap, I don't hate it, but I'm not in love with it either. It's one of those abilities that doesn't really extend our overall usefulness all that much. It's awfully nice if we can manage to catch a warrior or rogue in it (and it's non-dispellable too), but I have a feeling it'll be too easy for them to just trinket out of. I'm not sure if the bleed effect will still stay on after the trap is broken, so vanish might even work on it too.
pudds Aug 1st 2008 10:54AM
"Lewis Black was right Blogging is the root of all evil. Your sentence structure and grammer is horrible. I can't even tell what your trying to say. You must have been drunk."
I truly love it when grammar nuts lack the ability to write correctly themselves.
nokturnus Aug 4th 2008 4:08AM
@ adorenko
Lol, you are the right person to criticise someone's 'grammer' indeed.
1. ...was right [missing something] Blogging...
2. 'grammer' is spelled 'GRAMMAR'
3. ...what YOU ARE (or YOU'RE) trying...
Now get off my internet and come back after you gain basic literary skills. Hopefuly you will be adult by that time.
Bodhran Jul 31st 2008 10:48PM
45 hard range on KS?
Starstrike Jul 31st 2008 9:50PM
chain trapping does take skill, however, after karazhan level freezing traps become useless. what I'd like to see for Wrath is mobs in very high level instances that are no immune to traps. If they did that, I wouldnt have any issues with removing auto shot clipping.
roguedubb Jul 31st 2008 9:49PM
The non-clipping of shots should also help to ease the limits on which ranged weapon speed a Hunter can afford to use.
UberNoober Jul 31st 2008 9:52PM
Kill shot is nice! Not much more to say about it than that.
Heilig Jul 31st 2008 10:52PM
I am hoping beyond hope that it does more damage than arcane shot, so the huntards out there will want to use it rather than arcane. A free dispel in a normal shot rotation is way OP, and I say that as a long time hunter. I bait paladins into blowing BoF on my Concussive shot just so i can dispel it and laugh my ass off.
We really shouldn't be able to do that to them, it's just not fair.
pudds Jul 31st 2008 11:56PM
I don't see why you wouldn't use both in a shot rotation, unless they share a cooldown?
Einnis Aug 1st 2008 10:16AM
@Pudds the problem with using both in a rotation is they would burn a heck of a lot of mana. And even with the tweaks to mana regen in the BM tree, i still think mana consumption will remain a problem in lich. I can see using the traditional steadys until the mob gets low, then dropping in Kill shots to get the bonus damage. Otherwise i don't think the dmg output would justify the mana input. Though, someone's gonna have to do the math on that one.
Varshak Jul 31st 2008 10:06PM
Hmmm, I hadn't seen much about Kill Shot yet... this is a very nice addition for Hunters. The biggest application is for burst damage, where we will be able to pop Steady, Auto, Arcane and Kill shots all in a very short amount of time. The only limitation will be the GCD, right?
Charlie Jul 31st 2008 10:14PM
I think hunters are shaping up nicely to be the best counter to DKs. DK's with their high anti-magic abilites as well as high parry chance will be strong against most casters (especially warlocks) and melee, but they don't have many abilties that will help them counter hunters.
Should give hunters a nice boost in their arena percentage.
Kyudo Aug 1st 2008 1:04PM
Umm, Death Grip...?
http://wotlk.wowhead.com/?spell=49560
Kyudo Aug 1st 2008 1:06PM
Oh, and Chains of Ice.
http://wotlk.wowhead.com/?spell=45524
Yeaaa... Nothing to counter Hunters at all...