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Posts with tag Hunting

Scattered Shots: On Roleplaying a Hunter

Welcome to Scattered Shots, a weekly column on all things Hunter related, now written by Daniel Whitcomb.

I may have mentioned this before elsewhere, but often times it's hard to speak authoritatively on any class in Beta, because no matter what the changes and the new imba combos and whatnot are right now, they will likely change drastically the next time a new build comes into play. This isn't to say that it's impossible to write about them, but often times whatever words you write will be obsolete, or at least inaccurate, by the time you sit down to write next week's column.

For example, last week I wrote about traps. I mentioned that Freezing Traps no longer break immediately on damage. Well, now they do again. As Ghostcrawler tells it, they couldn't find a way to make pets automatically ignore a frozen target, so they called the whole thing off. Now, honestly, that seems a bit like chopping off your hand to take care of a mosquito bite on your pinky finger, but hey. On the plus side, she also said that they'll put it back in once they figure out how to reign in pets (I recommend using the passive button on the pet bar, myself). But who knows when that will be?

So I thought I'd take a trip down a path that's more solid this week, and speak a bit about roleplaying your Hunter. These are a few archetypes I looked at when roleplaying my various Hunters, with various tips on roleplaying them and reflections on how they fit in to various factions and alliances around the game. As always, of course, general roleplay rules apply: Don't be a jerk, don't godmode or Mary-sue it, and don't let roleplaying get in the way of your fun or your group's success.

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Filed under: Hunter, Analysis / Opinion, Lore, RP, (Hunter) Scattered Shots

Scattered Shots: Your first levels as a new Hunter

Every week, Brian Karasek and David Bowers bring you help, tips and advice for the leveling Hunter in Scattered Shots. For those veterans looking for high end Hunter goodness, BRK will be returning to active duty next week. This post is part of the Hunter Leveling Guide. [Also, it was actually written by Brian Karasek, not David Bowers.]

Hunters have it easy. They get a pet to hang around with and keep them company. They don't get hit that often (or at least for very long, one way or the other), and they have one of the best ways to shake off foes in the game. Furthermore, and most tellingly, Hunters can pretty much get to the level cap without ever working in a group or running a dungeon. It's our blessing and our curse, our boon and our bane. We have a built in tank that we can heal, and we're our own DPS support. What this means is that we can reach the heights of leveling in a multiplayer game, without once needing to play with multiple players.

A problem for hunters often comes there: a level 70 character is often expected to know how to do things in a group, with multiple players. And many a hunter has gone into a level 70 instance as their first dungeon run, resulting in less than optimal outcomes.

In this column, which I'll be sharing duty with one of my colleagues here at WoW Insider, I'll be discussing the Hunter class from the ground up, from a casual point of view. Starting from level 1 and going all the way to the level cap, I'll share my experience and advice, and ask for yours as well. For new hunters, I hope this column will let you avoid some stereotypical mistakes Hunters make. For old hunters, I hope this column will let you point out my shortcomings, offer your own advice, or notice some of your own.

We ding level 2, after the jump!

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Filed under: Hunter, Analysis / Opinion, Tips, Tricks, Virtual selves, Odds and ends, Guides, Classes, (Hunter) Scattered Shots

Finally, no more loot click hunting

There's one little mostly unseen note in the 2.1 patch notes that has quietly been making players' lives easier for the past few weeks. Hidden way down inside the "User Interface" section, we find this: "Active corpses or objects (ones with loot on them) now can be selected and looted, even if they are underneath another corpse that does not have loot on it."

We've all been in that situation before 2.1, where we were fighting, and had to deal with adds that died in almost exactly the same place, and then had to slowly move your looting cursor over the whole area, looking for that tiny little section in which it went from black and white to color, just so you could look that few silver and bit of trash from it. Nowadays, in these enlightened 2.1 times, we can simply loot at will, and life is good.

Of course, it's not perfect-- I still can't target anything through walls, and that's a known bug. But it is very nice to see that one simple sentence in the patch notes, and know that I never again have to hunt around for a tiny point of contact just to loot a piece of junk.

Filed under: Patches, Items, Analysis / Opinion

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