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Posts with tag range

Taunt and Growl to be increased to 20 yards

Warriors, Druids, and Death Knights are going to be creating their own version of a very happy dance soon. The range on Taunt, Growl, and Dark Command will be increased to 20 yards.

This is a big change. Now the other tanking classes will have equal ability to ranged taunt mobs off other players, pulling the mob to them. Often times warriors and druids have to either Intervene or Charge around in order to taunt a mob, and that can lead to a whole kaboodle of mobs following the tank. It often is not the ideal situation, especially if the mobs cleave or otherwise do AoE damage.

Now the whole process is simplified immensely and made much more efficient. Quite an awesome change, and one that has put a smile on my face today.

Filed under: Druid, Warrior, News items, Wrath of the Lich King

Scattered Shots: The dev team takes on PvP

Welcome once again to Scattered Shots, WoW Insider's spot for all things Hunter, except for the stuff Big Red Kitty covers. Daniel Whitcomb will be your host today (a day late, for which he apologizes) as David Bowers tries to shake off some extra aggro.

The state of Hunters in PvP is perhaps one of the most debated subjects in WoW PvP. Some call Hunters overpowered for their dispelling Arcane Shot (which is going away in Wrath, to be sent to the non-damaging Tranquilizing Shot), while others point to their low Arena representation and the ease of using line of sight to negate most of their DPS and Abolish Poison to get rid of their main PvP utility as proof that they need buffs. Regardless, even the devs acknowledge that Hunters probably need some help in PvP, and class designer Koraa recently spoke on the subject on the Beta forums. In his post, he covered the problems he sees Hunters having, and how Blizzard will be helping with those moving forward into Wrath.

Unfortunately, his solutions seem confused in and of themselves. They involve giving Hunters more melee attack power (instead of more way to break from melee so they can use their ranged weapon) and a variety of talents scattered around many trees in such a way that it will be difficult for a solid PvP build to get them all. And, as I mentioned in a post yesterday, they still aren't giving pets resilience.

Other Hunters such as Megatf have done an excellent job responding to some of Koraa's points in the thread itself, but I'd like to address and respond to the post myself in this week's column, and see how they stack up to the problems Hunters face in small scale Arena PvP.

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Filed under: Hunter, PvP, Expansions, Wrath of the Lich King, Battlegrounds, Arena, (Hunter) Scattered Shots

Breakfast topic: Like birds of a feather

When I queue up with friends, I expect to play by their side. Whether we're conquesting new objectives, defending our assets, running a flag, or retaking lost towers, two or three people dedicated to working together stand a better chance than one person alone. When I wear the battleground crown, I make sure that whoever I came in with is in my group. I also answer other people's requests to be placed with their friends. Those groups are likely to be fighting side-by-side.

When someone else is not the leader of the battleground, it can be exceptionally difficult to be transferred among groups. This is not like saving a spot at the lunch table for a friend, but it's about winning the game. I've been playing Paladin lately, but I usually play Shaman. As it stands now, only people in my group can receive the benefit of my Auras and Totems. This may be changing in the future, when some of these buffs will affect the entire raid. For now it just makes sense to honor these requests. If the players have a working synergy, the entire team does benefit from placing them together.

How do you handle grouping in the battlegrounds?

Filed under: Analysis / Opinion, Tricks, PvP, Breakfast Topics, Battlegrounds

Breakfast Topic: Spell pushback

Spellpower of Malfurion posted on the Priest forums that spell pushback is an indication that Blizzard prefers melee classes over spell casters. In his thread, the original poster used the example of a sixteen-second actual cast time for a second and a half spell due to spell pushback. This greatly reduced the effect of casters against melee classes. Songbreeze of Dragonmaw echoed this sentiment with the response, "Welcome to World of Meleecraft."

Other posters disagreed. Some stated that many PvE encounters favor casters. Nemarra of Tichondrius pointed out that melee characters have an equal disadvantage at range. Casters also have access to instant spells and abilities such as Blink, Frost Nova and Curse of Exhaustion to help them get out of melee range. Others have access to Power Word Shield and Earth Shield that mitigate the effects of pushback. If you're concerned about spell pushback, you should pay particular attention to how your spec can mitigate it.

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Filed under: Analysis / Opinion, Blizzard, Breakfast Topics, Talents, Forums

Purists rejoice!

To me, there are 3 types of WoW players out there: the Purists, the Moderates, and the Borg. The first group swears off any addons that aren't expliticly required by their guilds. You'll see them writhe in pain as they download the latest version of Omen. I'm probably in the Moderates group. If it's a useful addon, I'm happy to install it, but I'm mindful of what a drain on my system some of them can be. The Borg pretty much have every addon they've ever seen mentioned. Trivia game? Got it! Chat mod that moves all my channels into new windows (which you can actually do on your own, kk)? It's right here!

Well, with Patch 2.4, the Purists are getting an upgrade to the default Raid UI. Rislyn says "The Raid UI now can display the range of players relative to you. The option to enable this is in the Party & Raid section of the UI Options." Now, this functionality has been available via RaidRangeAid V2 for a long time now, but personally I never understood why it wasn't built in to begin with. I mean, my spells always know who's close enough, so why not my frames?

Besides the Purists, I think this will mostly benefit the raid's dps and tanks since most don't need a super powerful Raid UI to just check who's dead. I can see this helping the raid leads see at a glance who's at the start point after a wipe before rolling out the ready check. Mages could use the default UI to decurse since it already handles debuff indication. And I'm not talking about just PvE raids. I can see this helping in BG's, too.

From a healing standpoint, I don't see much change. If you're already using the default UI, then you'll have the added bonus of beig more effective. If you're using one of a number of Raid UI addons, you're not going to give up the functionality and style of those for the default. I think a lot more than range would be needed before you start to see healing converts.

What kind of addon player are you? Will this change make you go back to the default Raid UI or were you using it already?

[Thanks to Tam.Zed for the tip!]

Filed under: Patches, Analysis / Opinion, News items, Add-Ons, Raiding, Battlegrounds

Feral druid range bug and graphical issues

For a very long time now, druids have been bemoaning the "feral range bug," which makes it so that feral special attacks sometimes don't work, even though the regular auto attacks are fine. I've always thought this bug caused special attacks to have a shorter range than auto attacks (and I wasn't alone), but some videos demonstrate that the bug (as shown above, and also here) has to do more with positioning than the actual range between the druid and the target.

I play a feral druid, and I can't say that I've noticed this bug very much, but I tend to shy away from PvP situations where it would be likely to show up most -- mainly because I find feral druid PvP to be very difficult (though I keep trying now and then). Perhaps this bug is one of the reasons for that, but everything is just too fast-paced for me to see?

In any case, Vaneras on the European WoW forums responded to a poster in order to let us know that the developers are indeed aware of this "concern," and they ... well... that's it. They're just aware. Nobody knows if they'll actually fix it or not, though I would assume they will at some point.

In addition, Vaneras says the developers are aware of the some graphical imperfections in some druid feral forms, and they also "like the idea of new graphics and models for the Druid forms, however there are no plans for such in the immediate future." The key word here is "immediate," which implies that the not-so-distant future might be quite different! Is there hope for feral druid graphical updates in Wrath of the Lich King, perhaps?

[Update] I just got back from testing this in PvP, and sure enough I found my special abilities weren't landing, even though I was on top of my enemy. Click on the link below to see a video of this bug in a PvP situation.

Read more →

Filed under: Druid, Bugs

Hunter deadzone is dead: new minimum range = 5 yards, not 1

It appears that the latest information from the PTR for Patch 2.3 regarding hunters' ranged attacks is incorrect, as are the cries of multitudes who feel that hunters shooting close up would be unfairly overpowered. Drysc says:
There's a tooltip error, it should be "5-35 yards". We want melee and ranged to be kept separate, so that when in melee attack range you should not be able to use a ranged attack. There's some amount of 'give' there, especially in fast paced PvP which can produce some temporary gray area but that's fully known with this change.

Feeding the issue of the tooltip error is a bug currently where you can indeed range attack someone while being meleed, but that's in the process of being resolved as well.
When I first saw the new "1-41" range for hunters (that's with the extended-range talent "Hawk Eye") over on World of Raids, I knew that something was wrong. To let hunters use melee and ranged attacks at the same time means that they would often do better up close to their enemies rather than far away, and would go against a lot of the fundamental concepts around which the class is based. As it is, the mechanic of switching between melee and ranged attacks is one of the exciting things about being a hunter, and, now that the deadzone is dying at last, there won't be that block of frustration getting in the way between the two.

Filed under: Hunter, Patches

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