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Posts with tag pathfinding

Hunter glyph changes in patch 5.0.4

Hunter glyph changes in patch 504
When the new 5.0 patch flips over on Aug. 28, will you be ready with glyphs? Blizzard is recycling old glyphs instead of making new spell IDs and charring old ones. Some glyphs are staying the same, some are new, but some share IDs with old Cataclysm glyphs.

Below is our list of new or changing glyphs for hunters. This is not a list of changing tooltips, just which glyphs you ought to have if you want to automatically have the new glyphs when the patch flips over.

Hunters have one new minor glyph that won't appear automatically anywhere, Glyph of Marking.

Glyphs that are changing into new majors:
Glyphs that are changing into new minors:

It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Hunter, Mists of Pandaria

The Art of War(craft): Must-have PvP talents for hunters in 4.0.1

Every week, WoW Insider brings you The Art of War(craft), covering battlegrounds and world PvP, and Blood Sport, with the inside line for arena enthusiasts. Want to crush your enemies, see them driven before you and hear the lamentation of their women? Battlemaster Zach Yonzon, old-world PvP grinder and casual battleground habitué, rambles on about anything and everything PvP.

We don't have much time before Cataclysm hits, so let's get down to business. We've talked about some optimal talents for death knights and druids for PvP, so now we turn our attention to hunters. Hunters have always had a tough time in arenas, not necessarily because the class was broken but because the format simply wasn't conducive to the hunter playstyle. It got so bad, in fact, that Blizzard designed an arena -- the Ring of Valor -- specifically to benefit hunters. On the other hand, hunters have always lorded it over in the open expanse of the battlegrounds.

The good news is that battlegrounds will be cool again. Well, they've always been cool in my book, but soon they'll be rewarding cool gear, too. That means hunters will once again feel like PvP gods (without needing the help of an enhancement shaman). There's one big change to hunters in Patch 4.0.1 and that's the change in resource from mana to focus. The difference with the way focus behaves is that rather than a resource well that pays for spells and abilities (mana), hunters have abilities that generate focus in combat such as Steady Shot and Cobra Shot, and then a whole load of focus dumps. In a way it's like death knight runic power or warrior rage without the decay. This means you'll always want to have nearly full focus but never gain focus that will simply slough off because you're over your maximum. It's a careful balance of gaining and spending, although focus regenerates at a steady rate.

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Filed under: Hunter, The Art of War(craft) (PvP)

In WoW and other games, pathfinding is still "kind of a problem"


If you're not much of a computer programming person, this one might make your eyes glaze over a bit, but if you have any interest how the AI of videogame characters, including those in WoW, is programmed, this article about designing AI pathfinding is a terrific read. "Pathfinding" is a method of determining how NPCs move within a game world like Azeroth -- you and I can clearly see where the walls and bad guys are, and so we just have to press buttons to avoid either ingame, but NPCs (including pets and mobs) aren't quite that easy -- they need to be told clearly by programmers where they can go and how to get there. And when the rules they're given don't quite work, you get the funny seen above.

Many games use a "waypoint" system -- NPCs are given a series of paths around the space they can move in, and use those paths to determine where they can and can't go. The article argues for a "navigation mesh," a much looser definition of available space, which NPCs can then draw their own path across. It's a little technical, but it's cool to see the inner workings (and weaknesses) of Azeroth's code.

Of course, it's extremely unlikely that we'll ever really see the NPC pathfinding engine updated in WoW anyway -- Blizzard will update their system in certain places to fix things like exploits (and the occasional annoying escort quest, i.e. all of them), but there's no real need to update the whole system completely when there's so much content to be done. Hopefully videos like this will bring the problem to light, and in future games we'll see some better pathfinding. Someday, that NPC will know that it's easier to go around the pillar rather than trying to walk right through it.

Filed under: Analysis / Opinion, Cheats, Blizzard, Humor, Bosses, NPCs, Hardware

Blood Sport: Gear decisions for S4

We're now a few weeks into Season 4. And, we've known even before it started that Season 4 gear would carry some rating requirements. And while we're all hopefully enjoying the new challenges of the new season, there are some folks who are starting Season 4 relatively fresh.

They don't have much Vengeful gear, or even Merciless Gladiator's gear -- they might be starting out in some quest greens and blues, with only a smattering of PvP gear across the character. Heck, some players might be in all Vengeful and Vindicator's gear already, and still facing the same question. Where should you start with the Season 4 gear?

Rating requirements and high point costs can make the gear curve seem like an insurmountable obstacle. Don't worry -- WoW Insider is here to help.

Let's chart a basic path of gear accrual -- via PvP only -- that will help every fledgeling PvPer grow into an Arena powerhouse. We're going to follow two paths, actually. One will assume that you do have the ratings required for each piece of gear. The other will assume that you do not have the ratings. In either case, our goal here is going to be to be sure you have a plan to pick up the available gear as you gain the available points.

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Filed under: Items, Analysis / Opinion, PvP, Guides, Blood Sport (Arena PvP), Arena

Scattered Shots: A talent for leveling in Beast Mastery

The Scattered Shots hunter bears his or her teeth and says "RAAAWR!" to the mirror every morning in an uncouth, beastly manner -- thus affirming the beast within, which yearns for a way out to express itself.

Which talents you should get as you level up is a tricky question with many different answers, many of which can turn out just fine or absolutely horrible, depending on how you play. Today I'll be taking you along on a journey through the first 40 levels of talent spending, and explaining why I think certain talent choices are better than others.

One of the most important things to remember about talents is that, in spite of all their mathematical precision, they are open to poetic interpretation. Some talents give clearly superior advantages, while in other cases it's mostly a matter of opinion as to which one fits your play-style best. Sometimes the talents that look best on paper aren't the ones that will really help you the most when the going gets rough. Likewise, some talents are designed more for endgame use at level 70, even though they appear early on in the talent tree, while others are better for leveling up, and you may wish to drop them later on once you finish leveling.

Most of my talent choices today are going to be in the Beast Mastery tree, for instance. Some people may say that they like Marksmanship or Survival best, and certainly that's their right. But from most of the people I've talked to, the general consensus is that Beast Mastery is best for both leveling and early endgame raiding, too. While talking about these talents, I'll list your level and the number of talent points you have at each stage, so that it's easier to keep track of your talent resources.

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Filed under: Hunter, Walkthroughs, Leveling, Guides, (Hunter) Scattered Shots

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