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
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Reader Comments (Page 2 of 4)
Charlie Aug 5th 2008 8:26AM
My point is that with DK's high parry chance and high magic reduction, hunters will be one of the best counters to DK. (proboboly warriors as well)
You should be able to kite DK's pretty effectivley.
tuscansalami Jul 31st 2008 10:28PM
One thing of particular interest with the bear trap is that you don't have to worry as much if someone hits the trapped target - just like frost nova or entangling roots, there's only a chance that the trap will break, rather than what would usually occur. Better yet, you'll be able to trap targets that have already been DoT'd up - albiet at a bit more limited fashion, but still more effective than a freezing trap in the same situation.
As for PvP, given that it doesn't completely incapacitate someone the way a stun or a sheep does, I'm thinking that some people may have second thoughts about trinketing out or similar; or at least a moment's indecisiveness gives you that one more second or so of needed breathing room. Still useful on casters even, to escape from their LoS.
Plus, given that it's specifically a 'bear' trap - does this mean feral druids shouldn't be able to shapeshift out of it? :D
STereo Jul 31st 2008 10:37PM
Those geniuses who said we didn't need camoflague are the same great minds that decided not to buff scare beast fully. The same brain trust that has given us 4 straight seasons of being the only class at the very bottom of each bracket. Thanks for nothing, Blizz
Kyudo Jul 31st 2008 10:48PM
"...but it looks like the devs read our article, "Do hunters need Camouflage?" and decided the answer was no."
...
I swear, if it really was your doing...
I...
/me makes a strangulation gesture in the air towards the author.
David Bowers Aug 1st 2008 12:26AM
Yep. It was aaaalll me, I tell ya. Blizzard reads my column to find out what they should do next with the class.
Next week's article is about why we should be able to tame Exotic Jackalope pets. I've already sent them an email about it and they said they'll get to work right away.
http://en.wikipedia.org/wiki/Jackalope
Oh, and I also informed them that the 51-point talent Metamorphosis will also become a trainable ability for all hunters. You could probably strangle someone over voice-chat with that one! Just like Darth Vader!
http://wotlk.wowhead.com/?spell=47241
Kyudo Aug 1st 2008 12:51AM
My sarcasm was lost in the anger, eh? :P
Anyways, it still sucks that it was removed.
David Bowers Aug 1st 2008 1:11AM
Hehe. Naaa. I gotcha. :) Just returning a bit of silliness of my own. I'm not sure I'm so sad it's gone -- my personal feeling at the moment is that it didn't really jive with the hunter nature because it had too much of a rogue's vanish in it. I think I like Kill Shot better for all the range and functionality it gives us as a finisher. It also helps make Marksmanship and Survival hunters a bit stronger too, which is nice.
Kyudo Aug 1st 2008 4:01AM
Yea, but I spent ages pondering how to utilize it in PvP properly...
It had much potential.
Also, Hunters wear camo. It's not /that/ absurd. :P
Starstrike Jul 31st 2008 10:51PM
its funny, I have been told that hunters are the most common class (most played) in the game. I dont know if that it true or not but there is evidence on my server to confirm it at least. If it IS true, then wouldnt it make sense to give hunters a bit more that what they actually recieve?
camoflauge would have been really cool, and it could have been easily balanced (just like they do rogues, with lots and lots of cooldowns). Despite that, I would at least like to see more for the marksmanship talent tree in particular. someone should tell Blizz "ok BM hunters are fine now, you can stop. Help marks and Surv please"
I just really want to see more for those two trees. You could have put camoflauge in survival as the new 51 talent. Maybe alleviate this massive amount of BM hunters we see around. I mean, every other class has trees that are now viable for many different situations (I better not hear any more from ret pallys)
currently, there is nothing new in wrath for my hunter that screams "cool" to me like haunt for warlocks or shadow dance for rogues or titan's grip for warriors
Heilig Jul 31st 2008 10:53PM
I would say Hunting Party is going to be hard not to take. Even after the nerf, it still beats being able to tame a Devilsaur for raw utility.
lolatyou Aug 1st 2008 2:07AM
BM is the premier raiding spec, MM the premier pvp spec and survival is a great pve spec as it brings EW to the raid...
fgsfds Jul 31st 2008 11:43PM
Hunter has never required skill.
Geranamo Aug 1st 2008 1:35AM
Oh let me guess you tried a hunter once upon a time and thought you were the best because you were BM but then you came to the sad realization (once you moved on from kara) that you were not good because you could not succesfully keep the high numbers because that shot rotation was just too darn hard and played a different class that made you feel a bit more important.
onetrueping Aug 1st 2008 2:36AM
Nah, he's obviously never played Hunter in the first place. Anyone who has knows that playing a hunter is extremely complicated if you want to do it well, but most people never try to get that good. My fiance blew our guild's mage out of the water for sustained DPS in raids when she started seriously doing so, and that was WITH the distractions of managing a pet, chain-trapping, and DPSing the main kill mark all at once, in low-ilevel gear. When she got the purple bow drop... hot damn.
Hunters require skill to do well, and when played right are capable of impressive ranged DPS, without pulling aggro off the tank. It's the unskilled hunters who can't even touch them for DPS or those who are jealous of their abilities who claim that playing the class requires no skill.
Not every class requires skill to PLAY. But every class DOES require skill to play WELL.
Nick S Aug 1st 2008 3:55AM
Before you engage Lurker, use Eyes of the Beast to move your pet to the middle platform and set it to Stay. Turn on Cower right off the bat to guarantee that your pet doesn't pull initial aggro.
After the pull, burn Rapid Fire, a trinket, and Bestial Wrath, triggering Steady Shots inside 0.2-second windows to avoid clipping. Once BW fades, turn Cower off and continue to DPS.
When Lurker submerges, drop a trap to contain one of the two adds coming to your platform. Put up Improved Hunter's Mark to help the melee DPS and sic your pet on the middle-platform add. Burn the un-trapped add on your platform, then the other two in the order your raid demands.
Remember to keep Mend Pet ticking at all times - Lurker's Whirl will do steady damage throughout that must be mended lest your pet die. Also, don't forget to submerge during Spout!
God, you're right! Hunters are so easy!
STereo Aug 1st 2008 12:11AM
Last I checked, I think Warriors were the most common 70, and Hunters were in 5th place. However, we are the most identifiable class with our big pet and visible ranged weapon. It gives people the impression there are tons of hunters running around. I believe if you include all levels hunters are the most played class, but it seems that a lot of people start hunters but stop them around level 60.
Adorenko Aug 1st 2008 2:18AM
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.
szoltomi Aug 1st 2008 4:15AM
there are a few more changes that wasn't mentioned:
Wing clip only has one level, slows by only 50%, costs 6% of base mana and scales with AP.
Aspect of the Viper is trainable at level 20! this really helps the mana issues that low level hunters have.
Volley no longer has a cooldown, and as far as I know It scales with attack power too.
There might be even more, but this is what I could find on wowhead and videos, since I'm not in the beta test.
Leandar Aug 1st 2008 4:40AM
Nothing has been done about one of the biggest problems hunters have, slows. We have wing clip but if we are fighting a rogue or warrior they have us slowed more. When we get far enough away they can just intercept or shadow step. Bear trap might help a bit but its nothing that people wont find a way out of
slimj091 Aug 1st 2008 5:49AM
"Nothing has been done about one of the biggest problems hunters have, slows. We have wing clip but if we are fighting a rogue or warrior they have us slowed more. When we get far enough away they can just intercept or shadow step. Bear trap might help a bit but its nothing that people wont find a way out of"
so your saying that melee classes being able to hit hunters is a problem? perhaps you should just ask for a "barrier shield" that will make you invulnerable for 30 minutes at a time so you won't have to put up with the pesky opposing players trying to kill you.
now i know what your going to reply with "but sir! i can't ever get away from a warrior or rogue once they are one me because i suck so bad!"
my reply to that is.. if you were able to get away easily everytime a warrior or rogue engaged you.. you would become impossible to kill for them.. no.. not a foil to them.. a nightmare to them. where is the balance in that? as it is hunters have a multitude of abilities to keep their distance from their targets, and if you can't stay away long enough to do some damage with your pea shooter then perhaps you need to re-evaluate your hunter playing skills.