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Friday, December 25, 2009

My Cataclysm Christmas List

Happy Holidays everybody! I hope everyones enjoying the holidays however you celebrate them, and in the spirit of modern day commercialized Christmas I'm making a Christmas list, but not for Santa, this ones for the good folks at blizzard.

  1. Read my post Pride's Call and steal my idea for a BM-Talent call second pet spell. On a two or three minute cooldown it could be just like Feral Spirits and give BM a much needed boost. I'm pretty sure I'm not the first one to make one of these, and I'm pretty sure you thought about it, but the mechanics are already there they just need tweeking.
  2. Give us a non-talented melee strike for Shamans. I want to be able to play like an enhancement shaman even before i put points into talent trees, and a melee strike would be a helpful ability when leveling with any spec.
  3. Mirror Image for arms warriors. I'm not a fan of plate classes but the arms warrior always seemed cool to me, mostly because they were like the awesome blademasters in WC3 yet mages got Mirror Image and they didn't. That kinda sucks.
  4. Spears for Shaman, Thrown Weapons for hunters. Shaman can use two handed axes, and two handed maces, but not spears? even though the itemizating for Enhancement on spears is just as good for them as Druids and Hunters, not saying that we'll use it, just saying why can't we. No swords makes sense, but spears? As for hunters and thrown weapons 2 words: Shadow Hunter
  5. Mawr Petz, and not just new skins, more families, and old untameable skins, like the green mage hunters from Battle for the Undercity, made tameable there's a guy in shadowmoon valley with tamed felboars, i want one too.
Please and Thank You
Jukebox

Wednesday, December 23, 2009

Building a Hunter From Lore: Melee Hunter




In the days long before my hands touched wow, when the level cap was 60, pets didn't despawn when you mounted, and spirit bond was ungodly powerful, the survival tree provided a unique opportunity for hunters it was a melee attack tree. Its talents focused on giving you bonuses to melee and traps and abilities like Deterrence, but most importantly it gave a fourth melee attack
However, this had one serious issue, Mongoose Bite, and Coun
terattack were not viable as endgame strikes because they require you to dodge or Parry, respectively. This was the same issue Wolverine's Bite had
with Cunning pets, because in any group particularly a raid, hunters as DPS should never have to Dodge or Parry. Still the idea of a melee Hunter did not seem so out of place. Sadly this went the way of the dinosaur and survival became more of a ranged damage spec and Lacerate was replace by Wyvern Sting as its final talent. However a num
ber of talents remained Counterattack, Savage Strikes, and Resourcefulness all still benefit your Melee attacks, so how do you build a melee hunter? Three things you need to remember, Ignored ranged bonuses, improve traps, improve pet.
Your Talent Build for a Melee hunter is going to be sort
of an inversion of the Beast Master Build, where as the Beast Master you focused on the pet, here you focus more on you.

Starting with SV your going to basically ignore anything that requires a ranged attack, Survival Instincts being the exception as it reduces damage you take from attacks. The bread and butter SV talent, Lock 'n' Load, gets ignored because we will not be using Arcane Shot, ever, and don't even take Explosive Shot. Instead Savage Strikes, Improved Tracking, Survivalist, and Deflection are going to be more important talents for you. Everything that improves your traps also goes into this build. Shifting over to BM you are going to grab Intimidation ignoring taking everything except Improved Aspect of the Hawk, Improved Mend Pet, , and Pathfinding. This will add to your damage and survivability and give your pet a bit more bang and the utility of Intimidation.
For glyphs the defense bonus of Glyph of Raptor Strike will be helpful. Since Aspect of the Monkey and Aspect of the Beast are going to be your primary aspects the damage bonus from Glyph of the Beast will be a definite benefit. Finally Glyph of Immolation Trap will improve one of your primary DPS abilities. Rotations wise your going to alternate between Raptor Strike and Mongoose Bite
dropping Immolation Trap and Snake Trap whenever they're up.Scatter Shot and Counterattack should be hit whenever their ready as well. Fire a sting a sting as you charge the target and use Disengage or Wing Clip to gain some distance to refresh, or after a Scatter Shot. Utilize Frost Trap to gain the benefit of Point of No Escape if you're not trapping additional targets. Weaponry for melee hunters will in my opinion focus on dual wielding, with a good ranged weapon for a stat stick. Engineering makes for a good Profession as it adds additional abilities for you to use in combat. Grenades make a great filler in between Strikes and Bites, and the Hand-Mounted Pyro Rocket is a great additional attack to boost anyones DPS. For the melee hunter you should fire it every time you use a sting or have some distance on your target. As your focusing on melee combat you'll probably prefer leather over mail in order to reach the expertise cap, and some armor pen might help as well. Enchants like Mongoose will do a lot for your DPS as you can now proc its effect and weapons with procs will also be better choices now. Any pet will work for the most part, but pets like Birds of Prey and Wasps or similar abilities will be helpful.

Monday, December 21, 2009

Making Beast Mastery more Mastery-ier

The final talent in the Beast Mastery tree for hunters, gives the ability to tame exotic pets like Devilsaurs and the elusive Spirit Beasts, plus gives 4 bonus pet talents bringing the total up to 20. Even if you don't run with an exotic, though truthfully Devilsaur DPS is scary even compared to Spirit Beasts, the 4 points means you can spec Cobra Reflexes Rank 2, Dash, Culling the Herd Rank 3, Spiked Collar Rank 3, Blood Thirsty Rank 2, Soider's Bite Rank 3, Rabid, Call of the Wild, Shark Attack Rank 2, and Wild Hunt Rank 2 that's every straight DPS talent in the ferocity tree, still BM lacks the power that other trees bring and Beast Mastery falls behind Chimera Shot and Explosive Shot for final talents, there was even a time where the optimal BM spec completely ignored the talent in favor of Readiness from MM, of course back then Readiness worked on Bestial Wrath. Now a days you won't see a self respecting Beast Master without it and at least one Exotic, either in the stables or with them right there. Still people aren't quite happy with BM, or exotics, particularly spirit beasts. Ever since the first Skoll people have felt slightly ticked. Spirit beast had two abilities Spirit Strike and Prowl Then Skoll showed up in the data files. People hoped for Furious Howl and spirit strike. A new precedent pets in the same family with different abilities, or maybe even a new family. For as rare as spirit beasts are it wouldn't have been so strange. Sadly he was just a regular Spirit Beast, a ghost cat with a wolf skin, the same arguments occurred with Arcturis the new Bear spirit beast (a bear without swipe and a ferocity its a ferocity pet). For some folks that's awesome, they can raid with a bear with out sacrificing the already lower BM DPS. For other's no new Tenacity (or cunning) exotics, with ferocity still holding one more exotic clan over the other two. Many people have discussed letting hunters chose which tree their pet is spec'd into, but I like many other people feel like that sort of reduces the value of having multiple pets, and is completely contradictory to my hope of obtaining more stable slots, but for a Beast Master it shouldn't be difficult to teach a boar to be more aggressive, or a gorilla to be calculating. If we can tame loa spirits what's stopping us. So here's my proposed new Beast Mastery.
  • Improved Beast Mastery - You master the art of Beast training, teaching you the ability to tame Exotic pets and increasing your total amount of Pet Skill Points by 4. In addition your skills allow you to train each pet you own in a secondary specialization from one talent tree it does not already know. Changing specializations reduces pet happiness by 50 and shares a cooldown with Call Stabled Pet. Cannot be preformed in combat.
This isn't meant to be a DPS increase, it's just supposed to be cool and would make a lot of people happy. The crutches on the ability are that 1.) It's a BM talent, final tier at that, and 2.) It only allow a pet to have one additional tree, while keeping the same one. You like bears and want to raid with one, then off spec ferocity. You want more PVP viability for your cat, off-spec cunning. With this Arcturis can be the tank he was meant to be, and Ravagers can reclaim their place in raids that they lost when WotLK made them Cunning Pets. This is not going to make some pets the optimal raiding pets, in fact some pets, like Chimeras and Wind Serpents might take some tweeking to keep them in line with non-magic dealing pets (Chimeras could be at spirit beast dps levels), Some abilities are more suited for one roll than the other. Tallstriders and Hyenas would make great cunning pets, while self healing Moths could be great tanks. All the while still maintaining this also add versatility, but without having to switch pets and losing any buffs already applied to the pet from party members. This would make the BM talent more appealing just from casual versatility standpoint. You doing Faction Champs and your pet keeps getting stunned? Switch over to the cunning spec with Bullheaded and get back in the fight. You just finished a raid and ready to do some dailies? Wait you were raiding with your bear, switch back over to Tenacity and keep that massive fortitude buff going while you plow through some cultists. This way it gives more versatility and choice for their pets without cheapening the Pet Talent system.

Explosion!


With the knew Misdirect and the Buff to Explosive Trap, every hunter should be dropping one of these badboys on trash pulls. but running up dropping and then running back can be pretty annoying so give this macro a try.


#showtooltip Explosive Trap
/cast Explosive Trap
/cast Disengage

This'll drop the trap and disengage you, and it's a pretty simple macro. Cast Misdirect, hit the macro and then start volleying, there's usually a second or two before the first the misdirect triggers so you can get the volley going. I'm not a great macro writer so if anyone has a better version of this macro let me know but this simple one will work great for most people

Saturday, December 19, 2009

Troll Love


So Everyone should know I love trolls, in fact warcraft trolls are one of my favorite races in all fantasy literature. They're a good shift from more common trolls which are huge lumbering creatures. Instead they seem to be a fusion of the two kinds of troll, but that's not what this article is about (Wikipedia trolls if your curious) this is about Troll's or lack there of in world of warcraft lore. Off the top of my head i can name five prominent troll character's who are not villians Zabra Hexx, Sen'jin, Vol'jin, and Rokhan. Aside from those 4, well 3 since Zabra hasn't completely vanished after Ashbringer, there's really no troll representation in WoW for the good guys. On the other hand, Zul'Aman, Zul'Gurub, Zul'Farrak, Gundrak, Drak'Theron Keep, Temple of Atal'Hakkar (Sunken Temple), and Jintha'alor (which used to be all elites) are all troll themed zones. There is no shortage of troll villains to go around. But trolls are the said to be the oldest race on Azeroth predating even the night elves yet the only trolls in the entire War of the Ancients trilogy is a small group controlled by Deathwing with what seemed like mind control gems on their heads. Trolls are the ancient enemies of all elves yet from a lore perspective we get none of that. Trolls have been with the Horde since the second war and are the right hand race to the orcs, so why don't we ever see them? Part of the reason is because they get overshadowed by their greenskinned brother's in arms. The lore for the Darkspear tribe in game pretty much ceases to exist after level ten and you kill Zalazane, but don't recover the echo isles. We don't even get to see Vol'jin's awesome Shadow hunter skills in the battle for the Undercity, he has to wait outside. He's not even part of the achievement Black War Bear Achievement like some kind of gnome, even if they outnumber us (just barely) Vol'jin is right there with Thrall, you can skip the gnome. But the game started as Warcraft: Orcs and Humans. So the emphasis on those two race is obvious. With the introduction of the night elves and their rich lore in Warcraft III trolls became sort of an after thought. Still there are only three troll tribes considered "good" Darkspear, Raventusk, and Shatterspear, and one neutral the Zandalar, we still don't see much more than a few random bands of trolls in the Warcraft lore. But there's a little more to it than that. Since most of the novel occur before the Third War in some way "good" trolls don't exist yet, however i don't believe there were no trolls who fought against the demons in the War of the Ancients, especially if Dark Trolls really exist, and may have been the ancient ancestors of night elves. The major troll events that could be novelized are the Troll Wars which would be a largely elven story, The Twin Empires which would be Trolls vs Qiraj, and the Soulflayer which would be the history of the sunken temple. The first two of which reach back farther than the war of the ancients. With Cataclysm coming Twin Empires might be a good one, as the Qiraj report directly to the old god C'thun, which could give some interesting info on the old gods. Now with Cataclysm coming we will see a new surge of post Third War stories. Aside from Manga stories, Night of the Dragon, and comic stories most wow stories take place before the third war, thus before the formation of the new horde. However Christie Golden's Cataclysm Novel and Stormrage by Richard A. Knaak provide a new chance at some troll lore and with Troll Druids and the Coming of Cataclysm giving us our own home city, but stepping away from that Horde conflicts with the Amani in Ghostlands, Gurubashi in Stranglethorn, and the Drakari in Northrend would all make potent stories, and just who do Vol'jin and Thrall entrust Trol'kalar too? A troll warrior carrying a legendary troll killing sword, then give him a team (I'm thinking Tauren Priest/Shaman, Blood Elf Warrior who thinks he should carry the sword, a Dark Ranger/Mage, and a maybe another troll druid/shaman to commune with the loa spirits) and send him into Zul'Gurub to face Hakar, and finally let us meet King Rastakhan. As more story are revealed of the post third war world we have a better chance to see some troll stories come to light, and may they be as awesome as that troll rogue in the 3.2 wallpaper.

Friday, December 18, 2009

The Legendary Issue


Thunderfury, Blessed Blade of the Windseeker, Sulfuras, Hand of Ragnaros, Atiesh, Greatstaff of the Guardian, Thori'dal, the Star's Fury, the Twins Blades of Azzinoth, Val'anyr, Hammer of Ancient Kings, and now Shadowmourne, These are the eight legendary weapons available in the World of Warcraft, though there's a mount too. As the name implies they extremely rare weapons and the best for their respective roles, in their respective tiers. With current gear levels reaching upwards of 280 weapons like Sulfuras and Thunderfury, with their tiny ilevels of 80, are nothing even compared to greens. The idea makes sense from a mechanics point of view, as the level of content rises weapons become less difficult to get and thus if everybody's toting around these easy to get super weapons everything else becomes obsolete, but from a lore and continuity standpoint it's a complete conundrum. These are supposed to be the most destructive weapons in existance that have existed for hundreds if not thousands of years, yet after a few swings or tugs from a player they turn into total crap. So how do you solve the problem, simple, make it HARD. The first step is to set up a scaling mechanism for the Legendaries like the one for Heirlooms, simple enough to reuse an already great mechanic, but this is only the first step. Instead of Level this will be tied to completed quest IDs. Since 3.3 add-ons can now grab a character's complete quest history from the server, so we know for sure that Blizzard can, so if character has quest ID #### completed ilevel on Legendary A goes up to 280 or what have you. These quest don't have to be something super complex, just super hard. Create and NPCs in Dalaran call them Grand Artificer Brokkar (dwarf) and Head Librarian Sindiri (elf or human). When a player talks to one of them with a Legendary they give a special dialog, and says something along the lines of "But it power's seems to be waning after all these years, but i think we might be able to restore at least some its power." Then they offer you a quest to talk to the other guy who tell you to collect 50 Primal Saronite, 20 Titansteel, and some other item depending on the weapon (Something like 50 Eternal Something). Once you bring him that he begins reconstructing the weapon but it doesn't work quite right, at this point your legendary is replace by a high level epic item. Which will suck, but there more to it. You talk to the first guy again and he tells you something like "We seem to have accidentally sealed away the weapons magic but i've found something here that may just work to fix that." This is where it's become a bit more particular. Each legendary requires items from a different set of bosses. Thori'dal would require something from Malygos in the Eye of Eternity, Something from Freyja in Ulduar, and Blood Queen Lana'thel in ICC. Then set them to a low drop lower drop rate for the higher instances. Finally make the quest chain unfinished and add another quest at the end of the next expansions. You could even stretch it out allowing one part to be available per tier so players can begin the quest. The key is making the boss drops difficult to get, while keeping the quest's fairly cookie cutter. and a big key is while the player is doing the quest they don't have a legendary, you have an epic weapon that used to be a Legendary Weapon,
That's a very scary idea for some people, but when you're finished you have something like this.

(ups to Wow Item Creator! for the awesome sight)

Thursday, December 17, 2009

Pride's Call

One of my first posts was about my dream hunter abilities, one of which was a spell that summoned a pet from the stable to help you fight. The idea was a talented ability that played off the mechanics used in abilities like Feral Spirits that summon multiple pets with a single pet bar. Well I've been thinking about it recently and I come up with some more specifics about the ability.
  • Pride's Call - At your Command your pet lets out a loud call summoning a random pet from the stable to assist you for 30 sec. Summoned pet follows the lead of the pet that called it and will autocast any abilities it possesses. 3-5 min cooldown
So making it a random pet from the stable is just easier than making it a specific one. The other option is to modify the stable screen with a slot marked on call which will allow the ability to summon that pet. The pet will do what ever your active pet does, attack, following, or just watching. They will attack the same target unless something pulls aggro on one of them the same way feral spirits will sometimes attack different targets. They will use the normal priority for pets, and will autocast all abilities including talents, so when the pet is summoned they will cast call of the wild if they have it, or roar of recovery if you need mana, a summoned cat will start the fight prowled, and will charge as soon as it's summoned if it's able. The duration and the cooldown depend on how powerful the ability is in combat, 15-45 sec is a standard time for most temporary summons and 3 minutes is the usual cooldown. Assuming that a BM hunter's pet will have 4 bonus points I'd lean closer to 4 minutes for the cooldown but that all depends.

Wednesday, December 16, 2009

Prowl: Ferocity Tier 1



Deviate Stalker, Silvermane Stalker, Ridge Stalker, all three are tamable, all three are ferocity pets, all three are stealthed mobs, but only one can keeps that ability after it's tamed. That fact the cats and spirit beasts are the only pets that have two family abilities has always seemed off to me. Prowl as the cat special ability made sense in the pre-wrath days when you had to tame pets to learn skills and they could learn Claw and Bite, but in todays game it just seems unfair. Ferocity pets are for the most part the dps group, Cats, Raptors, and Wolves always rank among the the top raiding pets, but only Cats and spirit beast get Prowl which gives a damage bonus to the attack that breaks stealth. Stealth itself isn't a must have ability, so there no major reason for it to become a talent, as was the case with Thunderstomp, but its a cool ability that all Ferocity pets could benefit from not just cats and spirit beast, and with Arcturis the bear spirit beast it makes almost no sense. It strange that only 2 families out of 32 have an extra ability that could fit just as well with any of the pets in the tree. The only issue I see in the format of the talent trees. The 4x6 tiered layout means there's no space for it until tier 4, which is to low in my opinion, but the only viable option to me would be swapping it for Boar's Speed and moving that to tier 4, but that's iffy. Still i feel that it would be better suited as a ferocity, (and cunning picture stealthed spider webbing an unsuspecting priest) talent.

Monday, December 14, 2009

Of Ax Throwers and Shadow Hunters


With the onset of Cataclysm we will see the disappearance of our old enemy Consumable ammo. For to long we hunters have been restrained by the ever present thread of running out of ammo, and will only have to worry about durability becoming shot, so we'll still probbaly carry one or two extra depending on how they balance the durability loss, but that's not what this article is about, this is about something deeper than that, this is about thrown weapons. Ax Throwers, Headhunters, Shadow Hunters, lore says that hunter are master's of the wild and ranged combat. We have the ability to use thrown weapons, but gain no benefit from them. None of are abilities can be used with a thrown weapon, and we can't auto-throw. Yet in the case of the Horde (minus blood elves and goblins) thrown weapons were the primary form of ranged damage, but ranged physical dps completely ignores them. Why? The answer, in my opinion is consumable ammo. Hunter's are balanced around the need for ammunition so when that's removed things get a little crazy. That's why the highest DPS bow in the game still does 100 less DPS than the best Wand and 30 less than the best Thrown, and the thrown and the wand are more a stat sticks than anything so dps doesn't matter. That's why Thori'dal was so awesome.
With ammo as a normal item it brings it more inline with other ranged weapons, which is the perfect opportunity to allow hunters to use thrown weapons. For thrown weapons there's already a hierarchy, Axes for Warriors and Daggers/Shuriken for rogues. The third type of thrown weapon in the game is spears though there are a limited number of them, and none above rare quality from what I know. The spear could be the hunter ranged, but it doesn't have to stay that way. Since Rogues and hunters share pretty much the same itemization, and will even more so in Cataclysm letting hunters use thrown weapons properly would be to the benefit of both classes. Even though rogues will have to compete for the drops, there will be more of them because they aren't the only class that can use them. Blizzard has stated that more classes being able to use a weapon allows them to drop more of them (in the case of rogues and axes) so hunters have more options from a rp end and rogues get more options for their thrown. Hunter's are still gonna want to go for a ranged weapon with ammo because of possible bonuses from ammo (like a portion of damage being fire damage with fire arrows) and should still give priority to rogues on them just like daggers. I want my troll hunter to really be a shadow hunter, complete with a glaive.
Side Note: I also think Shamans should be able to use Polearms, they can use 2H maces, and 2H axes, itemization on a spear is great for Shaman, just like druids and hunters, but they'll always give it up in favor of dual wielding, but from a lore perspective it makes no sense.

Saturday, December 12, 2009

Building a Hunter From Lore: Wilderness Stalker




The Wilderness Stalker is master of the wilds, and the horde's answer to the ranger's of Quel'thalas (though they are now members of the horde too) and the Sentinels of Darnassus. Orcs and Trolls are the the prime examples, but Tauren and Mok'Nathal are also Wilderness Stalkers.
The Wilderness Stalker Specializes in using the terrain to his advantage. The Wilderness Stalker is going to focus mostly in survival with a few points in BM, bu
t there's a good bit of flexibility in it.
Something like this:

The first problem is one that is reoccurring when it comes to translating lore to game, in that according to the lore Wilderness Stalkers prefer Thrown Weapons. This in part is due to the consumable nature of ammo, with cataclysm and ammo becoming a regular durable item there's a chance of letting hunter's use thrown weapons (but we'll save that for another post) so for the sake of looks carry a thrown weapon and set it to the action bar for quick equips, but otherwise a bow is going to be the best choice. Like most other hunter builds Improved Tracking is a must have not only as a damage boost but also from a lore perspective as nearly every hunter in lore is a skilled tracker. In order to capture the essence of the Wilderness Stalker's use of terrain the build focuses on traps as the primary form of damag
e, and good use of CC. Explosive Shot,Lock 'n' Load, and Explosive Trap are left out for lore reasons but feel free to drop a points in if you're looking fore better damage output. Talents are going to focus around being tactful and using the environment like Master Tactician and Hunter Vs. Wild. Over on the BM side Pathfinding is a good lore talent for most hunter spec, and the added survivability from Endurance Training and Thick Hide is always a plus. This leave a few points left over, which i tossed into Focused Aim but you can toss pretty much anywhere.
Aspect of the Beast is gonna be your primary aspect, Aspect of the Wild is also a great choice lorewise, but still very situational. This spec want's you to CC and move, swapping points from BM to MM to grab Aimed Shot isn't a bad idea. Use Freezing Arrow and Wyvern Sting to move check enemies and make sure to drop snakes. Pets with control abilities are great for this spec.Birds of Prey and Spiders for Cunning, Tallstriders and Hyenas for Ferocity, and Crabs for Tenacity. Cat's Prowl make them a solid choice as well.

For glyphs Glyph of Freezing Trap and Glyph of Immolation Trap will give you some extra bang out of your traps, while Glyph of the Beast is a straight power increase. Minors are standard, though you could swap Glyph of Revive Pet for Glyph of Scare Beast.
Professions dual gatherer Herbalism and Skinning is a great choice on the lore point, Leatherworking or Alchemy combos are also solid since they imply using things from nature, plus the three secondaries.

Thursday, December 10, 2009

Building a Hunter From Lore: Beast Master

Our first installment of Building a Hunter brings us the Beast Master, the most iconic being the Mok'Nathol Rexxar. The Beast Master appeared in the Warcraft III: The Frozen Throne, as a Neutral hero, at all times he was accompanied by a Bear, but could summon other companions for aid temporarily, furthermore it was a melee based class, which is the biggest difference between the Beast Master and the WoW hunter.
When building the Beast Master your Spec is going to forsake many of the standard hunter abilities because of the focus on melee combat over ranged. Here's a Sample Spec. I'd avoid using this spec if you intend on doing some hardcore raiding.
Now let's take a closer look at the spec.
The Marksmanship tree is completely ignored and all of your points will be either in Survival or Beast Mastery. Since we really don't care at all about ranged damage we nix Improved Aspect of the Hawk which is used in almost every hunter build. Instead we take talents that improve our own survivability and our pet's damage and survivability. Talents like Cobra Strikes which rely on ranged attack crits are pointless in this build. Savage Strikes is going to be important to improve your melee damage, and improved tracking is a gre
at choice both lore and damage wise. Survival Instincts can be combined with any of the three other talents in the tree talents in the tree to move to the next level, however Survivalist and Deflection are must have's for the build. This leaves 1 point left. The interesting thing is that the Beast Master does not have to take the Beast Mastery Talent. Counterattack is a great way to add another melee attack into the rotation. For those who opt out of Beast Mastery more points can be moved over to Survival for Killer Instincts, Hunter Vs. Wild, and Scatter Shot (which is yet another close range ability), this is more viable with a Tenacity pet, such as a bear which means you have to worry less about your pet dying.
As with any melee hunter build you're going to rely heavily on traps to inflict damage. You'll want to always take full advantage of Freezing Arrow to C
C. You should also utilize stings whenever possible, opening up with a Serpent Sting is always a good idea. Don't be afraid to put some distance between you to refresh your sting and throwing in the occasional Arcane Shot while you're out there isn't a bad idea either. Aspect of the Monkey and Aspect of the Beast will become our primary aspects for Defense and Damage respectively. Since there's no Aspect of the Dragonhawk equivalent for aspect of the Beast, a cast sequence macro to swap between Monkey and Beast is a good idea. For the most part though you're going to rely on your three melee abilities (Raptor Strike, Mongoose Bite, and Wing Clip) and white damage using a first come first serve priority, making sure to drop traps every time their up. Take full advantage of Bestial Wrath and Intimidation, and keep Mend Pet up on your pet at all times.
Glyph of the Beast will increase the attack power bonus of your Aspect of the Beast, Glyph of Raptor Strike will Give a bonus to defense every time it's used. Gear Other major glyphs worth considering for this build are Mending which will help keep your pet fighting and Immolation Trap for the straight damage boost. Minors are a standard hunter set of Mend pet, Revive Pet, and Feign Death.
Gear wise your going to want to stick to mail for the survivability, however a few pieces of rogue leather would give some expertise which is necessary for any melee build. For weapon's I personal prefer Dual Wielding for hunter melee, in my experience it gives more stability to the melee rotation, with Raptor Strikes and Mongoose Bite cooldowns alternating, so you have one or the other most of the time. Make sure you still have a good ranged weapon, since even if you're not using it it will still improve your damage output.
For the Beast Master Leatherworking and Skinning are probably your best choices as far as professions go, however skinning and herbalism would also make a good choice. Keeping cooking and fish up would be good as well.

Monday, December 7, 2009

Building a Hunter From Lore

Lore is a passion of mine no matter what I do. From reading mythology and folklore from the Americas to Asia and everywhere in between, to researched the stories behind mmos I don't and may not ever even play. One of the things that draws me into a game, particularly mmos is the story behind them. But unlike D&D there are limits one how great your customization is (i recently creates a hybrid Beastmaster/Shaman multiclassed as a Bard and a Druid with a cat familliar, a cat spirit, a cat companion, and the ability to shapeshift into a cat!) This is the case with WoW like any other mmo, but there exist in lore these awesome character types that have no true correlation in game. Paladins and mages are pretty much what you see is what you get, there lore and rpg partners are pretty much locked in in most incidents. However some other classes take a bit more, and often times it works opposite to maximizing your characters performance. Some are easy, a Troll Witchdoctor would best corralate to a shaman or a shadow priest with alchemy. Others are nearly impossible to make work, A battle mage, equally skilled in melee and magic would require max sword skill and a focus on close range quick cast spells, not safe and not very efficient either. For hunters though the lore characters are very vibrant and actually viable, or at least playable in some cases. In the coming days i'm going to look at the hunter class from a lore perspective, using the iconic hunter's of lore. We'll look at talent builds, weapon's and gear, as well as a few other things to build, Beastmasters, Wilderness Stalkers, Rangers, and Shadow Hunters

Sunday, December 6, 2009

Why I Love the D&D Character Builder

So I'm a big fan of D&D. For the longest time it was just the granddaddy game that my used to reminisce about, but a couple years back I bought the D&D starter pack for 4e and now i wonder why i waited so long. Everything about it seems tailored to an would be fantasy novelist, in fact a job at wizards of the coast is now up there on my dream jobs list (though to be fair it was up there back in the glory days of Pokemon cards too). The one thing I lack is a campaign group. One day I'll get around to finding one but until then i mostly DM custom dungeons for my younger brother and cousin every so often. DMing is great, building a story and setting your friends against it is fun, (can't wait until the encounter builder gets added to the DDi adventure tools they old one was pretty good already) but it means I never get to develop my own characters. Sure every so often i get to sneak a npc helper in to fill in gaps in the group but normally i just design the encounter for the number of players. My real passion comes in creating interesting characters. The greatest thing about D&D is if you think a rogue with wizard powers would be awesome, you can do that. There's no limit to your customization, especially with the new hybrid rules. I've come up with some really interesting characters, a Ranger who transforms into a wolf and fights beside his wolf companion. A Arcane hunter, Swordmage/Ranger with a wolf companion and hawk familiar who fights with a polearm and has ungodly perception, and most recently a melee sorcerer who can kill with daggers just as easily as his spells. Where the character builder is updated monthly, but its usually with the last months updates which means awesome stuff you just read in Dragon isn't in it after the update, but it does it's job fantastically. The feature that i love most though is the Level Up option. You can take a character all the way up to 30 (max in 4e) and level by level upgrade the character. You can fully plan out your character with everything he/she needs including paragon paths and epic destinies. You can see you character at the pinnacle of his/her power. Then once its saved you can use the View At option to print a character sheet of your character at any level you chose. You can go in and select the ideal items for your character, not assuming you'll get them but if your buying them, or the DM gives you a choice you already know which ones you want. Plus the View At will only show magic weapons and items you are capable of using at the chosen level, so if you have a +3 longsword (lvl 13) and a +6 axe (lvl 28) if you View At level 15 only the +3 will be listed in your characters inventory, while if you view at level 30 it will show both. The power cards that it creates shows the bonuses for attack and damage rolls on your attacks and you can tell it which weapons to display on the cards. The character builder lets you fully realize a character even if you may never have the chance to play him/her in an actual campaign. Plus it makes a great starting place for creating characters for fantasy stories unrelated to D&D. The building process is one way to develop the character and can help fully flesh him/her out. How they act in combat, and the skills they possess are directly representative, in part, to who the character is.

Tuesday, November 24, 2009

Gone for a Minute






So I haven't posted in awhile, for two reasons. A lot of stuff going on with school and (the main reason) I kept forgetting to take a screenshot for the post. If you can't see here's a closer look
Squalseeker aka See
'kah dinged level 80 a few weeks ago, which is awesome. The downside is he's and Enh Shama so Im gonna be doing the exact same rep grinds I had to do for Stri'Dah which is kinda boring, but it feels pretty cool having a second level eighty. My old man still has me beat with three, but i'm working on Hunter number two, then a rogue until cataclysm drops. At which point i'll immediately begin leveling a Troll Druid, followed by a Belf Warrior and then a Goblin HUnter.
If i ever go back to my alliance alts i'll finish lvling my death night then work on leveling a night elf hunter and a rogue. Maybe a dranei hunter (for the awesome animations), and eventually a worgen or two. So yeah i'm an altaholic. But since I don't really raid i've got plenty of time. All about the grind baby.
Other than wow, I reacently started playing D&D Online (It's pretty fun and free), and I'm trying to get into the Beta for Allods Online (Also free and looks gorgeous). Expect to see some updates if i get lucky and make it in otherwise i'll have to wait until open beta.

Monday, October 12, 2009

I'd Have Pretty Glowing Magic Eyes to if I drank contaminated Well Water

First piece of fiction I'm posting. It's still a bit of a rough draft about a bad decision on Stri'dah's part.


One day, out of the blue a troll just shows up in Astranaar, after taking down five or six sentinel guards he is subdued, by another ten. Being a senior officer Illiana Galerunner rushed down to find out what was going on. When she got there the troll was laughing and much to their surprise he spoke in Darnassian. “What's with the shoot first ask question later attitude, mon?”
“You speak rather well for a savage troll!” one sentinel yelled.
“That's not nice to say,” the troll laughed, “if I took a bath in the well of eternity I could have pretty glowing eyes too, you know.” she struck him in the back of his head. “OW! We could very well be cousins and this is how you treat me? I hate to see what you do to those poor peaceful tauren.”
“The same thing we will do to you,” another sentinel said, “So how about you explain why you've come here?”
“I be hoping to buy some ammunition and maybe some drink, from the vendors here, but I guess my gold's no good.”
“As if we believe such a flimsy story!” the sentinel laughed.
“Hey I had a white flag but one of your archers shot it off when I got here.”
Illiana made here way to the front to look at the gaudy captive. He looked up at her and smiled. Sweat was blurring the warpaint on his face. She seemed to be drawn into his eyes. Then she caught herself. The screech of an owl notified her to something in the area very near by. Soon after a voice in her head confirmed it. Starclaw, one of her companions a frostsaber who had been transformed by the waters of the well of eternity, spoke to her. Two forces of energy are flanking the group one light and one not so light. She looked at the troll who smiled again. “You're not alone,” she said. Her words sent a ripple of nervousness throughout the sentinel ranks.
The troll laughed, “I be a beast master, mon. I never be alone.” then he spoke some thing in his troll tongue, Zandali they called it. Two leopards roared and made their way through the crowd. One was white with blue light escaping from its eyes and moth, the other was black and surrounded by a shadowy aura with glowing red eyes. The came and sat next to the troll. They looked up at Illiana. The voices rang in her head. We could've killed you all you do realize that? The white one said. We would have if master hadn't stopped us. The black one said. The lizard still would have anyway. It added. That's why he didn't get to come. The White one said.
“So if you could have easily dispatched us why didn't you?” she asked.
“Like I said I needed ammunition,” the troll said, “had I brought a bow I could have cobbled together a few arrows but I be rather partial to this gun at the moment.” He motion to the rifle slung over his shoulder. She walked over and lifted up, it was one given only to valiants of the Champions of the Darkspear trolls. “The bad news is that I be an ambassador, who came here under a flag of piece and was attacked when only seeking peaceful trade.” the troll said, “And I have a strong dislike for the warsong, but that's neither here nor there.”
“Let him up,” Illiana said.
“Sister?” the others said confused.
“His words ring true,” she send, “the beasts sitting before you are testament to that. If he was able to stop six of you alone and without ammunition, what do you think would have occurred had they assisted him.”
“But sister he's a filthy troll!”
“Would you have the goddess frown upon us for attacking a peaceful visitor only on those grounds. Pride almost brought the downfall of our people once and called for the legion to Kalimador.”
“Were you by chance there?” the troll asked, “because no one living among the horde are blessed with so long a life as to have witnessed the first coming of the legion. I'd really like to hear about it. Stories speak of an elf named Shadowsong, if he lives I'd like to talk with him, his strategy during the battle is legendary in itself!”
“You know much of elven histories,” She said.
“No I know much of azeroth's history,” the troll said, “I have traveled these lands in pursuit of knowledge. How the races of azeroth exist in nature how they have shaped the world. These things draw me to the farther's libraries as quickly as the earth itself draws me into the wilds.”
“You are a strange troll. I had thought your kind to be cannibalistic wildmen,” she laughed.
“Sometimes,” the troll grinned, “but to be frank you elves taste like old star wood. Too much time near those magic ponds of yours.”
“You are indeed strange. To answer your question, my years are not so great as to have lived during the war, he was born only a century ago.”
“You don't look a day over 80 to me,” the troll laughed.
“What do you call yourself troll?”
“Squall Stri'dah, of Sen'jin, Ambassador of the Horde.”
“Release this troll, I will take responsibility for him,” she said.
“Yes sister,” the sentinel said as she bent to cut his restraints.
“Thanks,” Stri'dah said as he rubbed his wrists, “so how long do you plan to have your pets stalk me?”
“What?”
“The tiger spirit tries to hide among the trees to the south while the owl spirit swoops over head, it was the one that alerted you to the presence of my companions. Based on the smell you have a frostsaber somewhere nearby and a hippogriff.”
“Your talented,” the elf smiled, “so how did you know of the owl and the tiger.”
“For me they be like giant lights on the borders of my vision. The spirits they speak readily to me.”
“I see,” she said, “what of your own companions?”
“Stry'kar be the spawn of the Loa Har'Koa,” he said pointing to the white one, “Stal'kyr been corrupted by the Drakkari in my travels to the north.”
“I see,” she said, “well follow me.”
“No disrespect but I'd just like to get my ammo and go,” Stri'dah said.
“Technically you are my prisoner, so you can do what I say or you can go back to the sentinels.”
“What interest have you in me?”
“You, none, but your companions are a different story all together.” She lead him to her home not far from there. It was a simple place with the necessary furnishings, reminiscent of the soldiers quarter. She motioned to a table, “Sit, and tell me of your companions. I have traveled to Zul'Drak and met the Loa goddess Harkoa, but her spawn in the area are corrupted to savagery by the ice trolls. Much the same way your other companion is.”
“Stal'kyr be a strong one,” Stri'dah said, “he was meant to be sacrificed, but he would not be so easily downed, though the experience changed him greatly. He lost his playful nature, and has become fatalistic.”
“But what of the other, Stry'kar you said, how did he escape the corruption.”
“That be simple, he wasn't in Zul'drak.”
“What?”
“Have you heard of the spirit Loque'nahak?”
“The mate of Har'Koa?”
“That be him. He be investigating the strange goings in Sholazar where I ran into him. A number of his children be there as well. Stry'kar was one of them. He accompanied me to help his mother and decided to remain with me for the time being.”
“I see.” she sat pondering for a moment. “Are you hungry?”
“Do you have anything besides grass?” Stri'dah asked, “I hear that your kind be pretty finicky eaters. Probably part of why you taste like old wood.”
“I've spent my share of time in the wilds, and one learns that being predatory is a natural way of life just as much as flowing water.” pulled a slab of dear meat from the drying rack and haded to him. “You call your self Squall Strider?”
“Yes,” Stri'dah said, “ Something wrong with that?”
“No, it just reminds me of a story my mother used to tell me when I was a child, to keep me from staying to late into the day.”
“The Squall'Jin,” Stri'dah laughed.
“Yes how did you know?”
“The Blood Elves still tell the story as well. With his tusks of iron, hair and eyes of lightning and voice like booming thunder. With axes wrapped in hurricanes of blood. Who will come and eat if your a bad little elf.”
“Yes,” Illiana said, “I know it's silly but it still scares me when I think about it late in the day.”
“Then you should never meet my little brother,” Stri'dah laughed, “The only thing he ain't got is the tusks of iron.”
“I know it's just a story to scare children.”
“If that's the case than you should be scared of my little brother.”
“What?”
“Squall'Jin ain't no made up story. He was a real troll, Kei'Jin of the Thunderax tribe. The elves feared him so much that the told stories of him to scare children into going to bed on time. His sons took the title Squall for themselves. Which be where I come in. Me and my brothers be the last of the Thunderax tribe.”
“I thought you were of the Darkspear?”
“Well I wasn't born a Darkspear. Though I don't look like much of an Amani. That's my mother's fault. She may have even been Darkspear herself.”
“You really are a strange one.”
“You tellin me I hardly sound like a troll, mon,” Stri'dah said, “Elder Sen'jin thought it was hilarious.”
“It sounds if your life has been difficult.”
“Being different has advantages,” Stri'dah said, “no one expects you to do what everyone else does. It gave me a lot of opportunities that other trolls would never have from their own prejudices. The Darkspear, Mok'nathal, Farstriders, and Dark Rangers have all opened their doors to me. Even Hemit Nesingwary welcomed me into his hunting party.”
Illiana raised and eyebrow.
“Vol'jin made me an ambassador just because I was differnent. But why the sudden interest in me? Like you forgot about my companions.” He grinned.
“I never asked you about your life story,” Illiana said, "you just started talking."
“But you listened pretty closely.”
“Hardly, but it would have been impolite to stop you.”
“Really,” Stri'dah, “My mother's Amani pride would be shattered if she saw me here chatting with an elf.”
“You said your mother was a Jungle troll,” Illiana said.
“Did I?” Stri'dah grinned. “Well it be the middle of the night. I don't have glowing magic eyes so it be time for diurnal creatures like me to sleep.”
“You can bed down in here,” Illiana, I have business to attend to. I'll leave someone to guard you while I'm out.”
“Fine,” Stri'dah said. A frostsaber that seemed to be made entirely of arcane energy appeared in front of him. It was the spirit he had sensed in the trees before. “Starclaw, right?”
“You are gifted troll,” the spirit said in his head.
“No, I just be good with names,” he laughed as he rolled over and shut his eyes. Hours later Stri'dah rose. He glanced around finding the elf curled up in a chair not far from him with the spirit at her feet. He found a box of mammoth cutters on the table, most likely left there for him. He went to the wind. Leapt up grabbing the ledge and swung himself onto the roof. He whistled summoning a wyvern adorned in green battle armor.
“Trying to escape?” Illiana said.
“I didn't think I was that loud,” Stri'dah laughed.
“You wern't but the sound of wyvern wings was,” Illiana said, “you still are my prisoner you know.”
“Consider this my jailbreak,” Stri'dah said, “besides you couldn't stop me if you wanted.”
“Is that so?” but before she could react a lizard, a warp stalker, appeared in front of her. Sweeping its tail it brought her to the ground it snickered and then vanished in a flash of magical energy. She rubbed her butt, “you really have interesting pets.”
“Don't mind Dray'k he just be an ass,” Stri'dah laughed, from the back of the wyvern. “As for Sym'ba, he be pretty fast. And can out fly a hippogriff any day. But thanks for the hospitality. If you can track me down I'll return the favor.” With that he flew off into the sun. Another precaution against pursuit. Before long he was out of sight, that was one swift mount.

Monday, October 5, 2009

Stri'dah's Companions


Kyl'lar - Raptor - Kyl'lar serves as both a companion and Stri'dah's primary mount. He is Venomhide Ravasaur from Un'goro who Stri'dah raised from an egg. He replaced Talon, who Stri'dah left to raise a clutch of eggs. Despite being young he is cunning and fierce, but he is eager to prove himself among the others. He has recently become the target for Dray'k's endless pranks. Since he's the "new guy"

Dray'k - Warp Stalker - Stri'dah met Dray'k while traveling the shatter remains of Draenor aka Outland. The Warp Stalker is very intelligent and devious. Often he will wait until the last second to assist just because it's funny. His twisted sense of humor is often seen in the stables where he is banned in many towns for causing stampedes and thousands of gold worth of damage. He is also found of warping behind mages when they try to blink causing them to get stuck in very strange places.

Fi'el - Silithid - Fi'el was not so much as tamed as he just refuses to leave. The playful silithid just up and followed Stri'dah out of Hive'Zora in Silithus, into Un'goro, into Tanaris, until it had no idea how to return home, so it kept following. Until Stri'dah just took him in. He is unaffected by the hive brain like many silithids and is a smart creature though not on the level of some of Stri'dah's other allies.

Stry'kar - Spirit Beast - Son of the Loa Goddess Har'Koa. He traveled with his father, Loque'nahak to investigate the strange energies from the area. Which spared him from the corrupting influence of the maddened Drakkari. He joined Stri'dah when he traveled to Sholazar in hopes of curing Stalkyr of his corruption. Stry'kar is extremely intelligent and he communicates with Stri'dah telepathically. He is rather aloof and feels his power as a Loa spirit puts him a bit above those around him. He also refuses uncooked food, but possesses an embarassing addiction to spiced mammoth treats which he sees as pet food.


Stal'kyr - Cat - Stal'Kyr was Stri'dah earliest companion. They met in the Badlands while he and his family traveled to meet up with the Warchief and travel west. Originally he was a Ridge Stalker known as Bolt. During his time with Stri'dah he grew tremendously reaching near mountable size during their travels to Northrend. However he was captured by Drakkari and used in their rituals resulting in his current state. Filled with dark magic, his intelligence has increased and he has gained abilities akin to a loa spirit including telepathic communication. The once playful cat has developed a more dower outlook since the dark magic took hold. Though he still has a close bond with Stri'dah he sees little hope for his own future.

Stri'dah

This will be the first of my character biographies which will be followed up by some short stories using my awesome creations. Some notes: No I don't RP nor do I play on an RP server, however I do create details stories for all my characters. Image Note: Awesome thing about the Venomhide Ravasaur quest is that towards the end of the quest your hatchling reaches the size of a hunter pet, in fact it was like have two (albeit one was extremely lazy) raptors as pets.
Now the important stuff.
The first thing one must know in order to understand the young troll hunter known as Squall Stri'dah is that he is not of the Darkspear tribe by birth. He and his brothers were born during the second war and after the second war in the southeastern Ghostlands, and were born as members of the Amani Tribe. Their father was blood brother to an orc warlock, and after the death of their parents he raised them in hiding in the mountains surrounding Stranglethorn vale. Their mother had been a captive taken during a confrontation with the Gurubashi. He and his brothers inherited the slimmer form from their mother but lacking the thin fur instead possessing the moss layer akin to other forest trolls.
From a young age it was obvious that Stri'dah would follow in his father's footsteps as a hunter. Learning to use a bow while still living amongst the Amani. After he came under the car of his "uncle" the orc did as best he could to foster the young Troll's ability, but there was little he could do. Stri'dah found his own methods. traveling into the wilds he spied the Bloodscalp and Skullsplitter trolls in the area learning through observation, but the Jungle itself seemed to be his greatest teacher. His connection with nature became more apparent as time went on.
When news of the new Warchief reached his uncle's ears, the four of them immediately set out to join him on his journey to Kalimador. With the new horde came the Darkspear. Stri'dah experienced a very conflicting period during which Amani sensibilities and orcish teachings conflicted. A chance meeting with the Witchdoctor Sen'jin led him to some measure of solace and he and his brothers gained acceptance amongst the other trolls.
Stri'dah is every curious soul. He constanly seeks out knowledge of rare beasts and lost histories as he journeys through Azeroth. He is always seeking to improve his own abilities managing to wrangle training under the likes of Rexxar, Nathanos Blightcaller, Lor'themar Theron, and even Vol'jin. He and his brother's all possess a strong connection with the Loa gods, in Stri'dah's case it is the Leopard. His first companion was captured by Drakkari Ice Trolls in Northrend and corrupted by their magics. While he befriended a son of the Loa Goddess Har'koa in sholazar basin. He has a Venomhide Ravasaur who also serves as his mount as well as number of other companions.
His connections with the other members of the Horde and willingness to befriend people regardless of race has marked him amoung members of the horde. He has even spent time learning from the Dwarf Hemet Nesingwary, and he is very much interested in the hunting traditions of the Night Elves and Dranei. He's a amicable person and is dedicated to the ideals of the Warchief Thrall. His mixed heritage, for a time, caused him much grief. With his journeys he has come to terms with his heritage as it spans across the horde and even Azeroth and gives him a unique perspective on the worls that few possess. Stri'dah has only a slight accent as he was raised for the larger part of his life by an orc, though it is thick in comparison to his brothers.

WoW Parody

So yeah i wanna make a WoW parody for the track Forever by Drake feat. Kanye West, Lil Wayne, and Eminem, but my dream vision of the song is featuring the druid boys and decision from A6 (I can dream right?). I penned the hook and the first verse (for myself) about Hunters. check it out. Maybe i'll record it and post it later, maybe.

WOW Parody – Play My Class Forever

[Chorus]
This may seem scary to ya'll
I don't care if they keep nerfin me
I don't care if DPS falls
I play my class forever man, ever man, ever man
And I'm gone keep standing tall
All it is is a challenge for me
And I'm still topping the charts
I play my class forever man, ever man, ever man, ever man

[Stridah]
My class hunter
BM raidin
Don't see my dedication then let me restate it
don't get twisted I ain't pokemon playin
cause I dinged level 80 camping sholazar basin
Pet fed mammoth cutters locked ready
spirit strike from my pet dropped pretty
Serpent Sting, Aimed Shot, Arcane Shot, Steady
Check my damaged dealt on the recount Heavy
Raid wiped so I downed the last boss solo
DPS is higher than the rest of ya'll's total
Beastcleave got RMPs goin loco
Hunter's job given DPS, probono
I got no plans of quittin
See instanced soloed you can guarantee I did it
Health get to low then it's feign death I'm hittin
Any fight I start you know my pet'll finish
End It (Kill Command Sound Effect)

Sunday, September 27, 2009

That Shaman Ability I was Talking about

Wowhead Tool tip -
So after i finished the previous post i decided to elaborate a bit on my idea for that shaman melee ability. The idea is that it's a main-hand weapon attack, compliments the off-hand strike of Lava Lash but can benefit all other specs. It will have special effect based on the weapon enchant on it.
Fist/Hammer of the Elements (or some other catchy shaman-y name)
Weapon Attack - Melee - Deals X Damage to main target plus bonus effect based on enchant. Rockbiter - increases damage by and additional y amount. Flametongue - Chance on hit to cause Heat Stroke (or some other fire related name) increases the damage of your next Lava Burst, Lightning Bolt, or Chain Lightning by Z amount. Frost Brand - Chance on hit root target in ice for A seconds. Yes this overlaps with Frozen Power, but this one is more for Elemental PVP, but if Frozen power is moved up, which it should be then Freezes the opponents weapon disarming him for a seconds. Note this is still geared more towards PVP. Windfury - Attack deals nature damage. Increases the damage of next Windfury proc by B amount. Earthliving - Chance on hit heals the enemies target for amount equal to C% of damage dealt. Makes a great self heal, but also could be used to heal tanks, but more suited to a off-heal Shaman in that situation.
The main idea for this is a melee attack that benefits all three specs and doesn't require dual-wielding but adds to the complexity of the shaman rotation. Now shamans are supposed to be simpler than Paladins, but being easier doesn't always make something more fun, there should still be decisions and options to reach the top of the dps charts

Sad but True

(Note: I wrote this article a few weeks ago but somehow it didn't post so i'm reposting) So I play a troll hunter over on Aerie Peak US, and i play BM, but my main alt is a troll Enhancement Shaman, just ding 65 yesterday btw, and sadly I've come to the sad conclusion that they are unfortunately fairly boring to play. Why? Don't get me wrong BM is hands down still my favorite hunter spec and I only play Enh on my shaman, his off-spec is ehn off-heal. The main reason is that they both have fairly boring rotations. For my hunter it's Serpent Sting, Arcane Shot, Aimed/Multi-Shot, Steady Shot, Steady Shot, Arcane Shot, etc. Most time running dailies i just Serpent Sting, Steady Shot, Steady shot. For my Shaman it Stormstrike, Earth Shock, Lava Lash, Auto-Attack, popping Lesser Healing Waves or Lightning Bolts when Maelstrom Weapon is up. For the most part it means just sitting there mashing the same a few boring buttons the whole time. For BM this is in part because the focus is more on the pet than the hunter. I've played both MM and SV and in truth i have more fun playing either of this, because their more active. With MM you have a couple more shots, and after Serpent Sting, Arcane Shot, Aimed Shot, Chimera Shot cycle most mobs hit the dirt, without a single attack from the pet. SV has Lock n Load making time your Explosive shot, plus monitoring Black Arrow and Serpent Sting Dots, and CC with Wyvern Sting and Freezing Arrow. For my Shaman i ran an elemental off-spec for a while, but i never got to the point where i got into the dynamics of the rotation, but rotation between Flame and Frost Shocks added a lot more diversity, and I would assume that Lava Burst would add even more to it. In my opinion there should be a melee, non-talented, ability for Shamans. Shamans are described as Hybrid with melee healing and spell dps abilities, but standard the closest thing we have to a melee attack is earth shock. Now for druids their are melee, spell and healing abilities available un-talented, and paladins have tanking and healing and offensive abilities without talents, so why doesn't this apply to shamans? Just one ability would help leveling and liven up the shaman rotation a bit. A main-hand attack that would be usable with a shield or a staff as well as dual wielding, (could even revive shaman tanking or two-hand dps). It could also have and effect based on the enchant on it even if it's just damage type. It would not only improve DPS and rotation but it could be a great support ability for the caster shaman. As for BM the Primal Shot idea I posted previously would serve the same basic purpose as the Shaman ability, in it adds to the rotation some complexity, with the buff proc.
(Note: Playing with the code on this post so sorrow for all the links if it made it difficult to read)

Tuesday, September 22, 2009

Now it makes sense

So patch 3.2.2 just dropped and i spent all my gold on frozen orbs and eternal fire to get those last 4 point to 450 in leatherworking so i could learn the new drum patterns so i'm waiting for the zeppelin to Borean Tundra when the zeppelin to thuderbluff pulls in and suddenly things click when the flight master chick says and i quote "The zeppelin to Thunderbluff has arrived. All aboard for a smooth ride across the Barrens" so now whats so special about that? Well normally they tell you what zone the zepplin is in Durotar, Trisfal glades, Stranglethorn Vale, etc, but no they say a smooth ride across the barrens. So why would that be important for the relatively flat Savannah of the barrens. Right now, not very important at all but in Cataclysm barrens will be split by an awesome crevice filled with lava and divide it into two zones one low level and one high level. This means that relatively easy run across the barrens to muglore could become much more difficult. Suddenly that zeppelin seems a lot more important doesn't it?

Thursday, September 17, 2009

Assassin Awesomeness

So DnD Insider just released the Assassin class and look awesome. The guys over at Critical Hits have a great article on it, but to sum things up its a striker with the shadow power source. It can teleport from enemy to enemy and most awesome is the Assassin's Shroud that staks up to 4 times and adds and extra d6 damage when activated. The methodical style of the shroud really give the assassin that plotting killer feel that people look for in their stealth fighters

Friday, September 11, 2009

WoW Pistol Edit

So a few days ago I posted about my dream hunter skills well I was thinking about my pistol idea while i was writing That'd Be Cool and i remembered a fun little game called Too Human. Great Game way too short, any way in that game they had pistols as a pair. Two Pistols One Item, which got me thinking why not use that same system for WoW. All it would require is new animations which may or may not already be on the table for cataclysm. And lets face it if it was all about animations every hunter would be a two hand sword tossing, rifle flipping draenei. In this situation you treat them like any other gun, maybe give them a faster attack speed, and let us run around pissing our pants with joy. Now this removes the pistol from its role as a side arm, in the traditional sense and moves it up to primary weapon of todays modern setting, but with alien space goats and victorian werewolves when who would call dare call Azeroth a classic fantasy world. Sidearm in off-hand or main weapon in both hands. Or both, just throwing that last option out there not trying to be greedy or anything like that just saying, i mean warriors can weild two giant swords with titan's grip, even the gnomes, so i'm just saying that two or three little pistols won't be game breaking.

That'd Be Cool

Ranged/Melee Weapons - By thisi mean a weapon that has both a melee and a ranged damage portion. In D&D you already have this with most thrown weapons, but this would be cool in WoW, though probably annoying to code, due to the nature of the Ranged Weapon Slot. But what got me thinking about this? Sentinels, Darnassus, Auberdine, Feathermoon, any where there's night elves there's sentinels and they all have those giant fuma shuriken moon glaives on their arms. Obviously a thrown weapon right? Well they use them for melee attacks, I don't even know if they have ranged attacks. However in warcraft III the huntresses definitely hurled those things. From there you go to the shadow hunter and his fel glaive another throw/melee weapon, but it doesn't only extend to thrown weapons. The most awesome gun ever created by blizzard The Sen'Jin Beak Blade Long Rifle has a sword and an axe on it and i would love to slam that into some undead skulls when they got too close. Examples of the melee ranged weapon exist every where even in real life. From Archers stabbing opponents with arrows before firing them, to bayonets and knives mounted on military rifles, to even your basic pistol whip (or in the case of Equilibrium awesome pistol hammer hammers). Now i'm not saying this should be in game but it would be awesome. The big issue would be stats. They would need enough stats to make up for taking up those equipment slots. The same way two handers have twice the stats these (assuming their two handed melee) would need triple the stats, plus their melee damage would be kinda meh to make sure everyone knows their hunter loot

Wednesday, September 9, 2009

That'd be cool

So every time I think of something I'll post it like so.

More fast guns - So according to all the info slower guns maximize the effectiveness of viper shot and all that other stuff, but mana's going away. I want more fast guns. The first gun i ever use was Nail Spitter which had a 1.9 attack speed, and it was awesome. You wouldn't believe how fast i got my gun skill up with that puppy. The fastest gun worth anything is the Armor Plated Combat Shot Gun at 2.o with it tank stats. I want a 1.5 +55 Agi +30 Haste +35 Crit with a yellow or red socket and 225 DPS. I want a gun that gives my Steady Shot a .5 sec cast time and reduces my GCD. I want a machine gun, or at least a Gatling gun. While I'm on the subject give us some short bows aswell.

Saturday, September 5, 2009

My Dream Hunter Skill

So I've already discussed my ideas on tameable beasts so here's a look at some of the things I'd love for hunters to get.

Pistols/Hand Crossbows - First off they do exist in the WoW universe however in game the two weapons that are called pistols are normal guns. Where as hand crossbows serves the role of pistols in D&D where there aren't any guns. The pistol in wow would uses gun or crossbow skill and be either one handed or off handed weapon with a range of melee to just inside normal weapon range, maybe five yards or so. For balance sake they would be best as off-hand only weapons to prevent the abuse of the additional range furthermore they should use the model of real world flintlock pistols giving them a relatively slow attack speed, and would use the auto attack timer (no auto-shot haste). For the most part the pistol will serve the same purpose as melee weapons being a stat booster except in one situation.

Survival Talent -Fight Response - Tier 11ish requires 2 points in point of no escape - Allows use of hunter stings, Black Arrow, Freezing Arrow, Concussive Shot, Tranquilizing Shot, and (Maybe) Arcane Shot at melee range. So what's this about? The way a see it survival should have two fighting styles longe range with Sniper Training and far shot (which seem more marksman to me) and trapping at a much closer Range. So the idea is to allow the SV hunter more options at close range (scatter shot and kill shot are already usable at close range) meaning, no trap dancing. But to limit this you limit the skills that apply to it stings and the ranged traps traps freezing and black arrow and maybe arcane shot. This is only a viable option if it doesn't become OP, the idea is that SV hunters will want to fire explosive shot over arcane shot most of the time, but in a pinch you can pop of an arcane shot from close range and to make the ability seem a bit more effective, but if it is OP it's always droppable. Plus this would be awesome with pistols think about it, point blank, giant demon between the eyes. But Blizzard seems to be set on keeping hunters out of melee range so.

Survival Talent - Trap Launcher - Tier 11ish requires 3 points in sniper training - Launch a trap up to 20 yards ahead of you. Essentially applies the effect of freezing arrow to all traps, which would mean no more freezing arrow. For this to work best the talent would basically replace freezing trap with freezing arrow and so on. when you click a trap the targeting circle appears just like using freezing arrow instead of just dropping the trap. Maybe create a way to click drop traps like freezing trap of frost trap (double click, shift-click similar to auto-loot)

Marksman Talent - Gun Fu (yeah i went there) - Tier 10ish - decreases the timer on auto-shot by 25% or some other number, depending on the amount of increase it creates in DPS. So why? Marksman is already the most mobile of the hunter builds with its lack of dependency on Steady Shot, which is probably part of why Sniper Training isn't in the marksman tree. So essentially its a buff to auto-shot haste and the idea is to give them less time standing still and more time shooting. This is also the only reason why pistols wouldn't be off hand only.

Marksman Talent - Glaive Master - Tier 5ish - Allows the hunter to use auto-shot and hunter abilities with thrown weapons. Simple but decidedly cool. Now yes i understand that thrown weapons are supposed to be for rogues with thier thrown weapon specialty, but personally i though thrown weapons were ranged weapons, which means that's hunter stuff. There are currently two major types of thrown weapons Thrown daggers and stars which tend to have better stats for rogues and thrown axes which tend to be better for warriors, but there are also thrown spears and glaives. I say step up thrown spears as the thrown hunter weapon just like history says it was and what about shadow hunters and thier throwing glaives? Is it a coincidence that most shadow hunters in WoW use bows? But since i don't see blizzard making this standard the talent makes for a great stylistic option and some bonus like plus to crit or haste just to make it appealing even if you don't want to use thrown weapons. The point is that as hunter are the masters of ranged combat in all forms, that right I'm thinking hunter with wands, think about that dps boost (Compare Relentless Gladiators Shotgun to Touch of Death and you'll see what i mean). Plus with the conversion of Ammo to a equipable item from a consumable, chosing a thrown weapon would be a serious decision.

Beast Mastery Talent - Master's Aid - Tier 11ish requires 5 points in Kindred Spirits - A second pet from your stable comes to his master's aid for 45 (or 30) seconds. This ability summons the next pet in your stable. This is a beast master's dream, and my idea of a beast master signature "shot" give it a fairly long cool down longer than shaman feral spirits 3 minutes maybe more, but this ability could be a great boost to hunter dps. The pet would use whatever abilities are set to auto-cast and any macros for pet abilities would work. The two pets for the most part would work the same way as feral spirits with only one action bar which would only display the primary pets abilities. But follow, stay, attack and the pet stances would apply to both pets. Think Spirit Beast-Devilsaur double team attack, or Skoll- Loque double spirit strike. Now go clean up.

Beast Master Talent - Primal Shot - Tier 11ish - Fires a shot filled with primal power dealing X damage chance to grant the Wild Fury which increases the hunter and his pets attack power by Y amount. Shares a cooldown with arcane shot. A more conventional BM "shot" designed to be the BM explosive shot. Where as explosive shot gives a dot, Primal shot gives a buff, and it's designed to replace arcane shot in hunter rotations.

General Hunter ability - Saddle Pet - learnable through an awesome quest train from the riding trainer when you gain expert riding - Allows hunter to mount a saddle on tamed, Raptors, Riding Cats, Worgs, Kodo, Horses, Rams, Zhevras, Talbuk, Eleks, and Mammoths at 75 riding skill, and Griffons, Wayverns, Dragon Hawks, Bats, and Proto-Drakes at 225. Mounts scale with riding skill. The big thing is the awesome quest chain. Not some nightmarish mat hunt like the warlock and paladin mounts. It's Learn to make a saddle, like the Venomhide ravasaur quest. Tame a *insert racial mount here* with a quest item and use the saddle on it then ride it back. Repeat for flying mount.

So to round up for survival talents were to better integrate traps into their rotations either by bringing the hunter in closer or making the giving the traps range. Marksman in my opinion is the best spec in terms of rotation and in a good place DPS wise. The Marksman talents were more stylistic. One to boost that already awesome mobilty and another to make them the ultimate marksman. As for beast master it focused on boosting their trailing dps with the second pet or a signature buffing shot. Then two to increase the shear awesomeness of hunters with tameable mounts and one handed ranged weapons aka pistols