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9 Small Hunter Buffs to fix PvP/Arena

The Short Version:

1. Aimed-Shot, Eyes-of-the-Beast and Eagle-Eye able to be cast from Shadowmeld when under
Aspect-of-the-Beast. The shot would break the stealth, but not until firing.

2. Troll Racial Beserker lasts 20s when under Aspect-of-the-Monkey.

3. Dwarf Racial StoneSkin, can be used while stunned and breaks all forms of stun/imobilization, when under Aspect-of-the-Monkey.

4. Tauren Racial War Stomp, can be used while stunned and breaks all forms of stun / imobilization, when under Aspect-of-the-Monkey.

5. Make Frost Trap Effect last for 1 Minute, and Not be canceled by 2nd Trap

6. For Hunters Only, change the yeild constant for Dodge Rating to Dodge% from 18.9 to 6.0
for the first 30% of Dodge Buff.

7. Kill Command, if already activated by a Crit, is able to be cast while Stunned/Feared/Immobilized and using it breaks the CC.

8. Mongoose Bite is automatically enabled, without a dodge, when Aspect-of-the-Monkey is switched On. Fades if not used within 3 seconds. 20 Second CD of the Mongoose enable.

9. A Pet Crit creates a 1-2 Second Stun (random) 50% of the time.


The Details:
1-4:The idea of Aspect enchanced racials stems from the fact that it makes the races more distinct, and the racials more useful, but also Buffs hunters specifically for PvP in Arena.

Each of the Pre-BC Races gets an enhancement, the BC Races of Draenei and Blood Elves
already have quite effective PvP racials.

The nature of enchancement is in the area most needed by Hunters in Arena, CC mitigation, so a hunter can get to Ranged after a brief Melee exchange.

By making most dependent on seldom used Aspects, but useful in the situations involved, you create a hunter player skill dependancy in switching aspects quickly at the appropriate times. Not that playing a Hunter WELL isn't already the most difficult class, but I like to see ever more SKILL dependency.

5:The Frost Trap change is to make it possible for a Hunter to lay and use 2 side by side frost trap effects, making a frost patch large enough to kite Melee types across for the duration of a short Arena Match.

This is basically a Kiting Crutch, to somewhat over come the Rogue Sprints and Warrior Charges.

This buff could be made for Arena only, if its thought that dual Frost traps would be OP outside of Arena.

6: The Dodge Change is to make using Dodge Gems and enchants useful to Hunters. As it stands, with the 19:1% rate, Dodge simply isn't a practical enhancement. Agi is much more effective because of the number of things it yeilds. With this change, an Arena Hunter could Gem and Enchant his PvP Armour set for Dodge, to make his Melee survival much more viable... at the cost of Agi / AP of coarse.

Personally, I think the Dodge rating Yeild should be increased for ALL classes, but most of all for Hunters.

7: Again, just adding a method of avoiding CC which helps Hunters in their weakest area of Arena, getting out of Melee range. It Again adds SKILL dependency by the fact that the Player has to judge wether to use that KC ASAP or to delay, possibly losing it, for the counter Stun.

This will also reward Hunter player for good Equipage design, for a high attack speed will yeild more crits and therefore KCs. Call it Pre-game SKILL dependency.

8: This sounds Horribly powerful, but understand, toggling Aspects in the middle of a fight with incoming charge is a very hard thing to pull off. Then popping Raptor and Mongoose within the time of the "Joust" is a very SKILL dependent action. The 20 CD on Effect means, toggle Aspects all you want, it only enables a Mongoose once in 20 seconds.

9: This is a simple change just to make Pets more important, and give yet another aid in getting to range. Again, it adds SKILL dependency, as you have to note the Pet's Crit and act at the short time to get that all important distance separtion.

. . . . . . . .

So, That's my wish list of small mods to make Hunter's Truely Arena competitive.

I know I'll get LOTS of Flaming for the Ideas... Well, Flame away, IDC.

This is the kind thing the class has needed all along. I would add making a 3rd, standard Melee Move that is NOT dependent on any Dodge or Parry, but its already been suggested ALOT and been ignored.

The issue is making the Ranged Un-friendly enviroment of Arena something that Hunters can
cope with, without making them OP in the BGs and PvE.

These Changes are all in a very targeted Arena direction, and shouldn't have too much
impact on the other venues.

 

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