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Posts with tag trap

Crowd Control to return in future instances

This opinion probably isn't shared by everyone, but I have to say: I miss crowd control in PvE. Nowadays, thanks to Death Knights or Blizzard or whoever you want to blame, instance runs are more or less zerg affairs -- everyone runs in on a cue, targets whatever the most dangerous mob is, and then lets the rest die off from the incidental damage thanks to their glyph-ed up, AoE abilities. But I long for a more civilized time when CC was used as a more elegant weapon, when a successful group was based on teamwork rather than gear, and when you needed a sheep, or a trap, or a banish, or all three, to make it through the instance.

Fortunately, crowd control isn't dead forever -- GC confirms that while Blizzard doesn't want every pull to take "months of planning" (and obviously they want you to bring the player, not the class, so requiring a Warlock or a Mage along isn't always the best policy), "there will be more CC in the future." Of course, whether that means raids only or future expansions, we have no idea. He does say that "Noxromulous" was made to be accessible, so you might think raids, but one instance players always mention in terms of 5-man difficulty is Magister's Terrace, and let's not forget that that one also came in a content patch.

Despite the bad rep that CC has gotten in PvP, it plays a significant role in the strategy of PvE, and lots of that interesting gameplay has really been lost lately. Hopefully in the future, we'll see Blizzard able to bring back sheep and traps in a way that will test groups without leaving anyone out.

Filed under: Hunter, Mage, Warlock, Patches, Analysis / Opinion, Blizzard, Instances, Bosses

BigRedKitty: Trap-Dancing


Daniel Howell contributes BigRedKitty, a column with strategies, tips and tricks for and about the Hunter class, sprinkled with a healthy dose of completely improper, sometimes libelous, personal commentary.

Patch 3.0.8. has introduced a new term to many hunters: Trap Dancing. A mainstay of the en-vogue 2/18/51 Survivalist hunter, the concept is to keep your enemy engulfed in an Immolation Trap to provide 100% chance that Lock and Load will proc, after which the SV hunter will reap mondo-benefits. The trick is: how to stay in melee-range to trap while continuing to fire from range. This movie will give you the basics of how this is accomplished.

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Filed under: Hunter, Tips, How-tos, (Hunter) Big Red Kitty

Scattered Shots: New Year's Resolutions for Hunters and for Blizzard


Welcome to Scattered Shots! This week, your author has managed to take a break from lamenting that the stores about to stop selling eggnog to make a few Hunter-specific resolutions.

The New Year is considered by many people to be the time for a fresh start, a time to wipe the slate clean of past missteps, or just to make some changes to your life to make it even better. In that spirit, I'd like to propose some Hunter-related resolutions for both Blizzard and for Hunters in the spirit of promoting peace, harmony, and understanding in the new year for all Survivalists, Marksmen, and Beastmasters.


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

Scattered Shots: The Future Soon: Hunters in patch 3.1 and beyond



Welcome to Scattered Shots, the weekly Hunter column which is written by a guy who doesn't generally spec for said talent.


So. I'm here. I'm not completely wrapped up in Wrath, I promise. In fact, just to show how much I am not wrapped up in the here and now, in the long lines for the queues and prospect of getting a beautiful worm pet and all that good stuff, I'm going to predict the future!

Let's look at some of the promises and perils that 3.1 and other future patches will bring for the Hunter.

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

Scattered Shots: Traps


Welcome to Scattered Shots, your weekly source for all things Hunter. This week, Daniel Whitcomb begins his stint as the official main author of the column.

One of the coolest Hunter class changes in the expansion is the addition of the Freezing Arrow, which essentially the ability to "throw" a Freezing Trap at a targeted patch of ground. It's the type of ability Hunters have been asking for for a long time. Thinking of this, I noticed we haven't had a good trap discussion and primer for a long time, and now is as good a time as any.

Traps are one of those parts of the Hunter class that separate the skilled from the Auto Shot AFKers. If you know how to use traps properly, it is much easier for you, as DPS, to stand out from the pack and prove that you bring enough to a group to merit a place on dungeon runs and friends lists. With that in mind though, the trap system is far from perfect, and some traps are definitely better than others. We'll take a look at each trap after the break.

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Filed under: Hunter, Analysis / Opinion, Tips, How-tos, (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

Scattered Shots: Beloved complexity


This week on Scattered Shots, David provides a break in the rushing waves of Patch 2.4 news to wax philosophical about his love of being a hunter. To be perfectly honest, he hasn't had time to even try out the new patch yet, but he's really looking forward to waxing on and off about the patch at some point as well.

They say that being a hunter is WoW on easy mode, but in reality, the "easy mode" style of hunting is only the beginning of what a hunter can do. Sadly many hunters never really arise out of that stage - easy hunting can become like a rut in which one may not even realize that there is another way to do things. A player can rise out of this rut, however, either through an enterprising nature, or through acquaintance with a good hunter role-model. However one rises to it, the opportunity is there for hunters to do all kinds of things amazing things, mostly at the same time.

In fact, you could say that a fundamental mechanic of the hunter class, probably the mechanic I love most in the entire game, is that of controlling multiple characters at once: the hunter and the pet. You have the most control over your hunter character, obviously, and the pet functions as something like a yo-yo which is attached to the hunter. You can point the pet in the direction of an enemy to attack, or you can recall it to wherever you are, but you can't tell it, for instance, to kite an enemy around in circles in the same way you yourself could.

The limitations inherent in the abilities of the hunter and the pet, as well as the synergy between them, reminds me a bit of chess. Managing both the pet and the hunter to greatest effectiveness in different situations means you have to keep more than one thing in mind at all times. When you play most other classes, you can just pay attention to them and what they're doing, but being a good hunter requires you to be more aware of what's going on around you, just like chess requires you to keep track of the whole board, not just the little portion of it where the most action is happening.

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

Don't do it, it's a trap


Zanzer of Mal'Ganis posted on the World of Warcraft test realm forum that he is displeased with the user interface change that shows hunter traps in the combat log. Obviously this is a PvP related change, as PvE mobs probably don't care if a hunter sets traps or not. The ability to trap is one of the most important features of the Hunter class.

Typically players know when Hunters are dropping traps for two reasons. First, there is an unmistakable squatting animation that shows the character setting the trap. Of course you have to have your camera on the Hunter to see the animation. Second, Hunters who are worth their salt lay traps whenever they are able to in the PvP environment. The difference is the combat log now states what type of trap has been dropped.

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Filed under: Hunter, Patches, PvP, Add-Ons, Forums, Arena

Upcoming Hunter changes

Hunters received a lot of changes in patch 2.3 and now Salthem on the european WoW forums has announced even more. Patch 2.3.2 will bring three buffs to the class, or two buffs and one un-nerf, depending on how you look at it. Check out the list of changes below.

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Filed under: Hunter, Patches

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