Big changes for Hunters in patch 3.1
No more quivers, no more pouches, no more bullets to make us slouches. Ok, so I'm terrible at poetry, but you get the picture. This has been on a lot of Hunters' wish lists for a long time, but it's finally here. No more ammo. Or rather, ammo will be an item more like a relic or a wand that modifies our ranged weapon damage without being consumed. Engineers, that means you better make hay while the sun shines. Soon, we'll be buying our last crate of Mammoth Cutters ever.
This is far from the only changed announced tonight -- or this morning, depending on where you are. Let's look at them all one by one.Consumable ammunition has been removed from the game. Arrows and bullets no longer stack, but are not consumed. Ranged attack speed bonus gained from quivers and ammo bags will be preserved in a different capacity.
So this is the big one, no question about it. Finally, we get a whole new bag slot (I forsee a lot of Onyxia soloing by Hunters in the near future), bigger bank accounts, and no more running back to Dalaran or Shattrath to replenish Ammo unless we really want to. Overall, this is a massive boon. The big question is where the quiver haste will come from. The easiest way would be to transfer it to the ammo, but then it would also buff the ranged attack speed of Warriors and Rogues, which is probably why we also shouldn't expect to see relic-like bonuses on ammo, unless they're very specific to Hunter skills only.
A new tier of hunter pet talents have been added. In particular, this allows Beastmaster hunters to improve their damage per second (DPS) with their 51 point talent.
This is probably the safest way to buff Beastmastery without accidentally buffing Survival and Marksmanship. By making an extra set of pet skills and putting them at the bottom of the tree, where it will be difficult for anyone but a Beastmaster to scrape together the points for them, they're not only buffing Beastmasters alone, but encouraging the use of the 51 point talent instead of the 50/21 hybrid builds that got Beastmasters in trouble in the first place.
It is interesting to note here that Ghostcrawler implied that we'd be getting Beastmastery buffs before 3.1, so whether they're holding off until 3.1 now or are adding this in addition to other tweaks remains to be seen.
Hunting Party – this talent has been reduced to 3 ranks and also grants a passive bonus to the hunter.
Replenishment has been getting a lot of press lately, what with Ghostcrawlers declaration that it is mandatory and will likely be more so once the mana regen changes make it live, so it's not too surprising that they're making it easier and more compelling to take all at once for Survival Hunters. It may also be part of their work to "equalize" various buff varieties between classes.
Piercing Shots – this talent has been changed. Your Aimed, Steady and Chimera Shots cause the target to bleed for 10/20/30% of damage dealt for 8 sec.
Adding a bleed that ignores armor is a very nice sizable buff over the 6% quasi armor penetration on Steady and Aimed Shots the current version brings. It also provides some nice synergy with Feral Druids and Hunger for Blood Rogues.
Sniper Training – this talent has been changed. After standing still for 6 sec, you gain a 2/4/6% damage bonus to Steady, Aimed and Explosive Shot.
Well, I suppose it'll be nice for Patchwerk. This may be meant to be a slight PvP nerf, but even in PvE, what with so many raid-level fights needing movement, it may end up being an additional nerf. Of course, it may be more useful in 5-mans, allowing you to stand closer in tight areas or to avoid patrols and still gain the talent's benefits. Overall, I think the jury's still out on exactly where this change stands.
We are also looking to add additional trap functionality to Survival.
This will probably come mostly in the long promised revamp for Trap Mastery, and to make up for possible further nerfs to TnT and Explosive Shot. It's something we've been expecting for ages, but it's nice to at least see they haven't forgotten.
They may still have more up their sleeve for Hunters, of course. The Ammo is a major change, and may be what Ghostcrawler meant when he talked about those earth-shaking changes, but it felt like he meant something bigger still. We may hear about it as we get closer to 3.1, or they may have quietly discarded it. Either way, I'm at least expecting some Beastmastery hot fixes and perhaps another Survival Explosive Shot nerf besides the stealth one they threw in a few days ago. Stay Tuned to WoW Insider. We'll let you know what goes down.
Filed under: Hunter, Buffs, Talents, Bosses, Raiding, Instances, News items, Analysis / Opinion, Patches, Wrath of the Lich King






Reader Comments (Page 1 of 4)
Cyanea Feb 6th 2009 1:44AM
I love the idea of Ammo functioning like relics or idols. Love to see more variety in ammo, and things like drops off bosses.
Lautaro Feb 6th 2009 5:34AM
OK I know this is far from topic but what I think would be really good is to do something with our original 16 slots backpack, and what I mean exactly is the possibility to get extra pockets like 4 slots fishing pockets to hold our fishing supplies and fish, food or cooking pockets to hold cooked food and spices, first aid pocket, and other proffesion related stuff like potions, scrolls etc, and even a shard pocket for locks, poison for rogues, but make it only possible to carry 4 different 4 slot pockets at the same time. It could be made like stables, were you pay 10 silver to be able to have 1 extra 4 slots pocket, 1 gold for the next, 10 and 100 for the others and be required to have a certain lavel to do so (like glyphs). Plus, of course, we should be able to change those pockets whenever we want and have leatherworkers and engineers make special 6 or 8 slots pockets so they can make some money after they lose the quiver and ammo markets.
Cowy Feb 6th 2009 1:47AM
O_O
*reaches out to steady self and falls over*
FifthDream Feb 6th 2009 1:49AM
Wow, not having to worry about buying ammo all the time anymore... That's big. Can't wait.
M Feb 6th 2009 8:48AM
I don't know if I'd go that far. Currently, for a well-played hunter, ammo is really the biggest expense followed by ranged weapon repair, and offsets the general lack of need for amour and weapon repairs.
Expect the new ammo to function like durability on thrown weapons. I'm just hoping it's a really high durability, to compare with a full bag of ammo.
Oh, and my Rogue has a crossbow for a ranged weapon (sucks that it has better stats than Thrown weapons). There really is little or no impact on allowing a little bit of ranged haste to bows and guns. For non-Hunters, they suck :)
onetrueping Feb 6th 2009 2:28PM
On the other hand, it does open the door to having ammo that does different types of damage, or perhaps applies slight debuffs. Something to fill up all those ammo pouches and quivers.
Lanth Feb 6th 2009 1:50AM
Now, I'm all for Hunters getting a bag slot back, to make them in line with the other classes.
However, if the same thing doesn't happen for us 'Locks, I forsee about 50% of the Warlocks forums filled with some extremely vulgar ranting.
cowy Feb 6th 2009 2:01AM
That was the second thing I thought after reading all this. What about Warlocks?
I'm going to hope they have it covered. *crosses fingers*
Cyanea Feb 6th 2009 2:03AM
It's only fair, really.
Hiruma Feb 6th 2009 2:06AM
I may not play a lock but 1 thing I would love to see for you guys (if it hasnt happened yet) is let soulshards stack, even it only is a stack of 10. Also does your shard bag give any bonuses or is it just shard storage opposed to the better quiver being a better speed boost?
Can you store shards in non soul bags?
I am not trying to sound snippy or sarcastic, I just dont know what Locks have to work with
Enaress Feb 6th 2009 2:07AM
Perhaps having Soul Shards stack or having just one Shard with a Durability like Rogue thrown weapons, and one Dura is taken when it is used.
Lanth Feb 6th 2009 2:17AM
Shards can be stored in other bags, but Shard Bags are much bigger than normal bags (biggest being 32), so if you're gonna carry 18 in a normal bag, you may as well get a special bag to carry more. And no, Shard Bags give no bonuses whatsoever.
In my opinion, Soul Shards are an outdated concept that should go the way of priest racials and 5-minute blessings. They take an entire bag slot, and unlike cooldowns or situational restrictions, there is no immediate punishment for using them, so there's nothing stopping you from burning through them. And I guarantee that I you said "I don't want to use demons/soulstone/healthstone because it uses soul shards" in a group, you would get the boot faster than a melee hunter.
Very few spells would be overpowered if the Soul Shard cost were removed. Those that come to mind are Healthstones (make it consume some of the casters health like Mage's Mana Gems), Soulstones (OP when compared to Ankh; give it a reagent or increase cooldown) and Shadowburn (make it like Shadow Word: Death or Execute or something).
Cyanea Feb 6th 2009 2:19AM
"I may not play a lock but 1 thing I would love to see for you guys (if it hasnt happened yet) is let soulshards stack, even it only is a stack of 10."
If Blizz isn't willing to give us a reason to not need a bag, they should at LEAST give us this. Even stackable in five is a nice improvement.
"Also does your shard bag give any bonuses or is it just shard storage opposed to the better quiver being a better speed boost?"
Nope.
"Can you store shards in non soul bags?"
Yes. A lot of Warlocks only carry around three or four when questing, and keep their bags in the bank until raiding or instancing. I'm Affliction, and will use maybe...one or two shards a play session.
"I am not trying to sound snippy or sarcastic, I just dont know what Locks have to work with."
You don't sound snippy. :D
I don't understand WHY we need Soul Shards anymore. It's not like they're hard to pick up at all. They seem to be just an outdated system.
Maybe if they want to keep this kind of limitation on us, they give us "Soul Gems" or something, which is a oneslot item that "stores" the souls we drain on it with a max limit of stored souls. Higher Gems with a higher soul limit can be made by JCs, or whatever
Cyanea Feb 6th 2009 2:23AM
"Very few spells would be overpowered if the Soul Shard cost were removed. Those that come to mind are Healthstones (make it consume some of the casters health like Mage's Mana Gems), Soulstones (OP when compared to Ankh; give it a reagent or increase cooldown) and Shadowburn (make it like Shadow Word: Death or Execute or something)."
Healthstones have a CD once you use one, even if you immediately create another. It's not like we can "chug" them in succession, even IF we have the time to dedicate 3sec to creating another one in the heat of battle. Soulstones have a 30 minute cooldown on the effect, and Ritual of Souls has a two minute CD. Bump that up, and there goes the OPness if they remove the need for shards.
Lanth Feb 6th 2009 2:31AM
AND Ritual of Souls need multiple people.
The only reason I said Soulstone might be OP without Soulshards is Shamans might complain "ZOMG Locks can Ankh without reagent on half the cooldown!!!11". Though it's not really OP if you have to set it beforehand, where with theirs its always ready if not on cooldown.
Hell, I would go as far to say that if Blizzard said "Soul Shards have been removed from the game", no spell would be considered OP.
Soul Shards may have originally been to keep our usefulness in check, but they aren't needed or wanted anymore.
Hiruma Feb 6th 2009 2:38AM
I like the idea of an item for locks work like a ranged weapon does with Durability
This Soul Jar or Phylactery (for ease of naming LOL) could also upgrade as you get a better item, lower levels holding less, much like your bags, and insted of repairing it you drain soul to refil its charges
Rothbard Feb 6th 2009 2:40AM
A shard bag is just like a regular bag, except you can only put shards in it. If you have a sould shard bag and you create a soul shard, the shard is automatically put in the bag, if I'm not mistaken (never wasted my time using them since I always had 4 16slot bags on my lock).
I would be fine with still having to farm soul shards all the time if they at least stacked. I would even be fine with only stacks of 5. Anything is better than the current situation. Then again, I'm one of those warlocks who jumped over to the Unholy Death Knight camp. It only took a small patch for the reagent requirement for summoning ghouls to be removed, through a minor glyph. Where's the warlock love?! =)
I've never played a hunter but, this change looks to be incredibly good for hunters. I can't really speak for the rest of them since I don't know the class mechanics.
DanH Feb 6th 2009 7:32AM
I hope they don't ditch Soul Shards entirely, because while it's impractical and costs you a bag slot, there's something so utterly awesome about sucking out your enemies' souls and using them to power your magic that I'd be disappointed to see it go.
Kyran Feb 6th 2009 8:06AM
The way I it see ammo pouches and soul bags, poisons for rogues are just good balance.
A feral druid needs to carry around 3-4 full sets of gear(feral cat, feral tank, pvp in case he's outside, resto in case there's additional healing required, and maybe resist), while other classes probably have 2 sets - pvp + pve.
I'm happy for hunters, because their consumable cost is reduced now and if locks get something to replace the dreaded soul shards would be nice too, but on the other hand the mega bag that was promissed to keep all equipment is still not here.
skreeran Feb 6th 2009 8:29AM
Hiruma had a great idea. You post that on the forums yet?
I like the concept of soulshards, as they are demon-powered soul suckers, and with the mass-homogenization of classes (who CAN'T waterwalk these days? Everyone has or runs with a Death Knight it seems. My Shaman is a sad panda), any bit of uniqueness is a good thing. I mean, utterly getting rid of soulshards and drain soul completely is like getting rid of totems and making them a passive buff on the shaman. It just guts one of the unique aspects of the class that has been around since the beginning, to furter blend the classes together. What happened to the Horde and Alliance in TBC is happening to the different classes in WotLK.