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Posts with tag flare

Cataclysm beta: New raid markers

I decided to hop in and do some more raiding on the beta. When setting up some marks for pulls, I discovered that they're not flares anymore! I know the current raid markers appear like clouds of smoke. They were originally flares created by engineers. Some people deemed them Lucky Charms. Well, I daresay these are Lucky-er Charms! The icons will bounce up and down and they glow!

This will make positioning a little more obvious since they're so bright and hard to miss. Currently, there are only five markers available. No idea if additional symbols will be added in the future. Think five will be enough? What do you think about the new raid markers?

World of Warcraft: Cataclysm will destroy Azeroth as we know it; nothing will be the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion (available Dec. 7, 2010), from brand new races to revamped quests and zones. Visit our Cataclysm news category for the most recent posts having to do with the Cataclysm expansion.

Filed under: Raiding

Encrypted Text: Art of the peel

Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the Rogue class. This week, we'll be talking about one of the most important things a Rogue can do that's not called 'DPS'.

In WoW, we don't get to decide much about our characters. A few pre-built faces and skin tone are about as deep as the customization options run. Gear is typically released in discrete tiers, and you'll find that most Rogues use mostly the same leather sets. Talents are similarly stale: there are rarely true choices in our trees. Choosing one talent over another either cuts your damage or cuts your usefulness, and for most Rogues the decision is easy.

Most people assume one Rogue is as good as another. Take two arbitrary Rogues, Gankenstein and Istabbedu. They're both undead Rogues: their chins are falling off. They're both sporting full Season 2 gear with a few PvE epics sprinkled in. And they both traded in their Slicers for Shankers & Shivs this patch; all aboard the Mutilate train. So what separates these two from each other, and from the other 9,000 Rogues on any given server?

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Filed under: Rogue, Analysis / Opinion, Tips, Fan stuff, Odds and ends, Instances, Raiding, Classes, (Rogue) Encrypted Text, Arena

Scattered Shots: Leveling 20-30


Scattered Shots = hunter stuff

Two weeks ago we covered some of the new abilities you get from levels 10 to 20 while you progress as a hunter, as well as how to use them to keep your skills sharp. The journey from 20 to 30 is a bit less topsy-turvy. At level 20, of course, you get to start playing with Aspect of the Cheetah and Freezing Trap, which can be a lot of fun, but other than that the new skills you get don't totally change the way you play until you get to level 30 and learn Feign Death. Nonetheless, they deserve a mention.

If you're following the Beast Mastery talent path I laid out last week, then reaching level 20 doesn't give you any super-exciting new abilities either. Your pet will be able to run a bit faster, and will start doing more damage. Once you get the hang of using your Freezing Trap for crowd control, it's pretty much just a straight shot till you reach 30. It may feel a little boring sometimes, but it's really better than a lot of classes have it -- often many classes feel that the 20s are the levels at which the going seems roughest and the class seems weakest because it still lacks a major portion of its abilities. For hunters, it's just more of the same stuff we've been doing up till now.

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Filed under: Hunter, PvP, Leveling, (Hunter) Scattered Shots

Scattered Shots: Space


Scattered Shots + reader eyeballs = hunter infos input to brains.

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.

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Filed under: Hunter, Analysis / Opinion, PvP, Wrath of the Lich King, (Hunter) Scattered Shots

Hunter changes in 2.4

When information began to trickle down about patch 2.4, hunters, like most classes, were groaning. Which nerf bat would we be hit with next? Fortunately, it seems that we have slipped under the radar. For now. Maybe Aspect of the Beast finally did us some good.

Let's break down the changes and see how this is going to be affecting us. With no major patches between now and Wrath, we might be living with these changes for awhile.

Bug fixes:
  1. Equipping a thrown weapon while in the middle of an Auto-Shot will no longer cause animation issues. Since no one likes animation issues, I'm filing this under "win." Not that I've ever tried to equip a thrown weapon while already shooting, mind you.
  2. Casting Flare while in any way not visible, will no longer cause your flare to be invisible to other players. To me, this sounds fair. Also, I want to be invisible. Rogues can, so why not hunters? Right? No?
  3. Hunter's Mark: Hunters with Improved Hunter's Mark will now properly overwrite Hunter's Mark cast by Hunters without the talent. This used to be, but then was not. Now, it will be again. While it might rub your ego the wrong way always reading the message "a more powerful spell is already active," it is better for overall DPS this way.
  4. The stamina tooltip for hunter pets will now display the proper health increase. Personally, I find that most of my tooltips on most of my characters do not reflect the changes made by my talent points. At least one more will appear correctly, and I will try not to be sad about the others.
  5. Hunters will no longer spin around if they cast Aimed Shot or Steady Shot while facing away from their target. So this was a nice little bug we had for awhile, but let's face it; it wasn't fair. It also doesn't help the "huntard" image any when hunters are caught whining that now, we will have to learn to actually face our targets; and that's just too hard. What does this mean you ask? Do note that these are our two channeled shots, and as such, if another player sees us channeling, they need only run around us far enough to interrupt the channel. Prior to 2.4, we would have spun with the runner.

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Filed under: Hunter, Patches, Analysis / Opinion, Bugs, Classes, Talents, Buffs

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