Showing posts with label hunter. Show all posts
Showing posts with label hunter. Show all posts

Sunday, July 21, 2013

Blood Pact: Flow like a shaman, sting like a hunter

Blood Pact Flow like a shaman, sting like a hunter MONEvery week, WoW Insider brings you Blood Pact for affliction, demonology, and destruction warlocks. This week, Megan O'Neill wants to look into a popular counterargument to the nerfing of Kil'jaeden's Cunning.

Or not, as I'll argue we warlocks have our own style of play.

The damage dealing game isn't just about turning a mob down to 0 points at the end of the night, but about using the mob's health bar to vault over cooldown or resource barriers. Turning a warlock into a sitting duck in PvE requires either getting rid of all the mob health bars or getting rid of the warlock, which is usually accomplished by movement or threat of certain death. This struggle against being useless is what makes choices in a damage dealer's arsenal meaningful.

Life can't be boring with all instants

The most popular counterargument to the nerfing of Kil'jaeden's Cunning is that hunters can do everything on the move, so why not warlocks. It's actually true -- the cast-time abilities of a hunter are either by default or glyphed for moving while casting and everything else is instant.

But is movement really the meaningful choice for hunters?

Standing still or on the run, Auto Shot is going to contribute for approximately 10-20% of the damage done, depending on spec. The hunter is literally standing there with his bow or gun firing plain ammunition for no special reason. Why doesn't the hunter just use the focus generator ability? You know, that one he can cast while moving?

Probably because it's actually a temporary minor DPS loss to do so. Cobra Shot does 70% weapon damage in return for 15 focus generated. Auto Shot will give a hunter 100% weapon damage going out in return for whatever amount of focus their passive generation (increased by haste) gives them.

Beastmasters and survivalists still assure me that Cobra Shot still sees action to prevent the focus bar from drying up too much, but it's clear from ranked logs that letting the bow or gun autofire is the more frequent choice. As all the regularly used abilities are instant, movement doesn't really have any effect on a beastmastery or survival hunter's personal DPS (outside of pets or traps, anyway). Blood Pact Flow like a shaman, sting like a hunter MONBut Aimed Shot is a cast-time! ... or is it?

The two main focus-spending shots for marksmanship hunters, Aimed Shot and Chimera Shot, cost 50 and 45 focus each, which amounts to half the resource bar. Chimera Shot is instant but on a cooldown and Aimed Shot is that well-known glyphed for moving while casting ability.

Steady Shot, that other casting while moving ability, is not actually used for that much for focus generation. Well, it is, but it also isn't. Marksmanship hunters want to decrease either the cast time or the focus cost of their abilities, and Steady Shot helps them do both.

Steady Shot deals 60% weapon damage in return for normally 14 focus. When Steady Shot is cast twice back-to-back, the marksman gains a substantial buff to his ranged attack speed and also to his focus generation. Furthermore, Steady Shot can help stack another buff to reduce Aimed Shot's painful cast time and cost. Steady Shot is by default able to be cast while moving.

In fact, according to the Icy Veins marksmanship guide, regular cast-time Aimed Shot is labeled as a focus dump, and it's the procced instant version that sits higher up as a major ability priority. Later on, the guide specifies that it's not worth it to use cast-time, cost-heavy Aimed Shot unless the hunter is under significant attack speed or haste buffs.

There's more icing on the cake: Auto Shot is still going to contribute for approximately 10-15% of the damage done. The hunter is still impeded from using special abilities by cooldowns or focus generation, rather than aided by casting essential spells on the run.

Ability management adds complexity, meaning

Elemental shaman work better as a casting while moving comparison than hunters do. After all, the hunter resource works more like the melee-friendly energy bar, which does not work very well with caster ABCs (Always Be Casting). Melee and hunters are rather meant to be occasionally sitting on their duff with white attack damage floating by rather than being limited periodically by movement.

Shaman have a DoT just like warlocks do, but their DoT isn't for damage. Well, Flame Shock does deal damage, but they don't keep it rolling for the damage done like we do. Flame Shock's presence on a target will buff Lava Burst's damage and its ticks have a chance not only to reset the cooldown of Lava Burst, but make the nuke instant-cast. Flame Shock and Lava Burst are a rather contained set of mechanics -- that is, you can't really mess it up unless for some reason you can't cast Flame Shock.

But elemental shaman do have a shock complexity going on. Triggering Earth Shock will set its sister spell Flame Shock on mutual cooldown. Why would you want to hit Earth Shock? Elemental shaman have two passives at work with Lightning Shield: one that allows Lightning Bolts, chained or single, to regenerate mana and charge the shield, and one that buffs the damage to Earth Shock using the charges on the shield. So it turns out that Lightning Bolt isn't just another thing to cast when bored. Blood Pact Flow like a shaman, sting like a hunter MONIn between the shock dancing, elemental shaman also often throw another cast-time spell into the mix: Elemental Blast. It has a 12-second cooldown, and Lava Surge will only serve for about half the Lava Burst casts. Shaman get a bit of a damage boost through their mastery, which can copy a Burst or a Bolt for a portion of the damage dealt.

So even with a movable filler cast-time spell, elemental shaman are still stuck with short cooldown management and stagger-casting for a portion of a moving fight. Spiritwalker's Grace is there to sometimes aid shaman when procs are missing to help them during movement.

Why don't warlocks get to keep a "Felwalker's Grace" cooldown, too? We have the instant Fel Flame as an option where shaman don't. The idea behind Patch 5.4's buffs to Fel Flame is that the spell can actually start filling this movement substitute role rather then continuing to collect dust in our spellbooks.

Warlocks: all your health are belong to us

I said in a podcast recently that as a warlock, "you're not really dead, until you're dead." Warlocks aren't truly finite in the resource department the way other casters are. Resource gain and spending is going on all the time as a warlock -- in fact, it's what we do. The various bars on a warlock's unit frame are very mutable during combat. We use our mana to generate our shards, our fury, our embers, and our overall damage, and then we use those secondary resources to regain mana or health again in addition to dealing more damage.

An essential part of being a warlock is realizing that all of the attackable health bars in the field are eventually going to be part of your resource bars for damage purposes, one way or another. Blood Pact Flow like a shaman, sting like a hunter MONDoTs have "cooldowns" baked in with their punch. We aren't limited by hard cooldowns because our DoTs are often high sources of damage themselves -- we would much prefer to let them run as long as possible when applied with significant stat buffs. DoTs can also generate resources or provide additional perks. We already have importance in when to cast a DoT, without movement interfering.

So we're building up this secondary resource all the time -- what makes it meaningful?

Affliction spends shards primarily on Haunt, which is a target debuff that buffs all our damage done to the target. Haunt is a fast cast, but Malefic Grasp is a channel. Haunt trades a limited resource for power, while Malefic Grasp demands safety from interruption in exchange for power. Without Malefic Grasp, affliction would be bored waiting for DoTs to tick on, so it would be quite the bummer for playstyle to interrupt the channel with movement.

Demonology spends demonic fury through abilities in Metamorphosis stance, which is already pretty powerfully mobile through the instant nuke Touch of Chaos. However, the best default gain of fury outside of a proc is to spam the cast-time Shadow Bolt. Moving all the time would result in too much fury spent and not enough gained, so demonology needs some help in the gain department. Soul Fire already has meaning, for it gets a hasty proc; Shadow Bolt needs a similar concession.

Destruction spends a whole burning ember on a hugely awesome nuke, whether that is a cast-time Chaos Bolt or the execute-limited Shadowburn. Embers are readily generated through Immolate or Rain of Fire, though less so through the latter in patch 5.4. This will place more emphasis on the gain of embers through the casts of Incinerate, which places more weight on those casts. Sure, you can't cast a Chaos Bolt on the run, but you won't be casting a Chaos Bolt at all if you can't get the embers to do so. Blood Pact Flow like a shaman, sting like a hunter MONWhen movement restricts spell casting, it puts pressure on spell priority, for you need to cast the best spell at the right time to make up for less damage on the run. In turn, this makes the spell rotation abstractly interesting, complex, and skill-oriented rather than gear-oriented. Total casting while moving Kil'jaeden's Cunning is overpowered and generally a boring idea -- it weakens our rotation and eventually the meaning of a well-played warlock.

The latest Kil'jaeden's Cunning change passively allows the three main fillers -- all of which have their own inherent importance to keep our rotation going -- to be cast while moving. Warlocks need movement as an challenge to casting to make life more interesting, but this recent change is a good compromise to keep movement from tipping too far into the domain of "not fun." Blood Pact is a weekly column detailing DOTs, demons and all the dastardly deeds done by warlocks. We'll coach you in the fine art of staying alive, help pick the best target for Dark Intent, and steer you through tier 13 set bonuses. Tags: affliction, chaos-bolt, destruction, elemental-shaman, featured, fel-flame, guide-to-locks, guide-to-warlocks, hunter, hutner-q-and-a, incinerate, kiljaedens-cunning, lock-guide, lock-info, lock-talents, malefic-grasp, meaningful-rotation, shadow-bolt, spell-complexity, warlock-guide, warlock-info, warlock-talents, wow-lock, wow-lock-info, wow-locks, wow-warlock, wow-warlock-info, wow-warlocks

Filed under: Warlock, (Warlock) Blood Pact, Mists of Pandaria


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Wednesday, July 17, 2013

Patch 5.4 PTR: Tier 16 Warrior, Priest and Hunter gear set videos [Updated]

Our friends over at Adriacraft have been at it again, this time digging up video of both the priest and the warrior Tier 16 gear sets, with the hunter set to follow! What do you think of the sets? We at WoW Insider absolutely loved the tier 16 priest set, the clean lines and colors as well as the shoulders, particularly on the female, really got a lot of good feedback from our work chat! However, we weren't so keen on the warrior set, but some of us still really liked it.

The warrior set is lurking just after the break, and it should be noted that the belt is missing, thanks to missing textures, but you can definitely get the full idea of the set. We thought it was interesting how the chest is missing the kidney areas on both the male and female models, but what do you think of the sets?

Update: Adriacraft has now added the Tier 16 hunter set video, you can see it after the break! You may notice it looks a little different to hunter sets elsewhere, that's because Adriacraft managed to fix a bug which was placing the shoulders inside the body of the hunter before making the video!

If you want to keep up to date with video of all the latest PTR patches do head over to Adriacraft's YouTube and subscribe to his channel!

Tags: breaking, featured, patch-5.4, patch-5.4-gear, patch-5.4-priest-set, patch-5.4-ptr, patch-5.4-raid, patch-5.4-warrior-set

Filed under: Mists of Pandaria


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Tuesday, July 16, 2013

Patch 5.4 PTR: Tier 16 Warrior, Priest and Hunter gear set videos [Updated]

Our friends over at Adriacraft have been at it again, this time digging up video of both the priest and the warrior Tier 16 gear sets, with the hunter set to follow! What do you think of the sets? We at WoW Insider absolutely loved the tier 16 priest set, the clean lines and colors as well as the shoulders, particularly on the female, really got a lot of good feedback from our work chat! However, we weren't so keen on the warrior set, but some of us still really liked it.

The warrior set is lurking just after the break, and it should be noted that the belt is missing, thanks to missing textures, but you can definitely get the full idea of the set. We thought it was interesting how the chest is missing the kidney areas on both the male and female models, but what do you think of the sets?

Update: Adriacraft has now added the Tier 16 hunter set video, you can see it after the break! You may notice it looks a little different to hunter sets elsewhere, that's because Adriacraft managed to fix a bug which was placing the shoulders inside the body of the hunter before making the video!

If you want to keep up to date with video of all the latest PTR patches do head over to Adriacraft's YouTube and subscribe to his channel!

Tags: breaking, featured, patch-5.4, patch-5.4-gear, patch-5.4-priest-set, patch-5.4-ptr, patch-5.4-raid, patch-5.4-warrior-set

Filed under: Mists of Pandaria


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Monday, June 24, 2013

Hunter hotfixes clarified

Hunter hotfixes explainedIf you don't follow Blizzard Senior PvP Designer Brian Holinka on Twitter, you could be forgiven for not knowing anything at all about the latest batch of hunter changes. Hunters are the class of the moment for PvP changes, with players complaining variously that they are doing too little damage (hunters) and too much damage (everyone else). As a result of this, hotfixes have come in, mostly relating to hunter pets.

Blink Strikes was turned into a passive ability with 5.3, allowing the pet's Basic Attacks to deal 50% increased damage, be usable from 30 yards away, and also instantly cause the pet to teleport behind their target. This was causing some fairly high damage in PvP, especially in line with Stampede, and the latest reset includes hotfixes to both abilities.

However, thanks in part to the rather mysterious nature of these changes, there has been a lot of speculation about just exactly what is going on. To quell the QQ, Blizzard Community Manager Nakatoir has stepped in with clarifications of the changes.


NakatoirQuote:

-No silencing shot for BM - Yes for the two other specs it should not be touched.
-Stampede removed from arena - All speccs
-Readiness do not reset scatter/trap - All speccs
-Readiness do not reset Bestial Wrath


It's not any of these, however the changes Holinka mentioned for Hunters coming with the restart on Wednesday are relating to Stampede and Blink Strikes.

The changes we have coming for Blink Strikes are intended to assist with the regular complaint we hear about peeling Hunter pets. The change will mean that Hunter pets will only be able to Blink Strike once every 20 seconds and there will be a 10 yard minimum range to avoid the pet using it off cooldown when it's already close to the target. We hope that this will help with Hunter pets utilizing large amounts of glue to stick to their targets.

Our plans for Stampede are actually quite simple to explain; we are removing the ability for the pets summoned through Stampede to use any abilities. The end result of this change should be that the pets a Hunter summons from Stampede will only be able to auto-attack. As you are all aware, these changes will result in a quite the reduction of net damage for Hunters, because of this we have also done a minor 15% buff buff to the damage of Arcane Shot.

Not only are there these changes, but there is still more to come in patch 5.4. We cannot go into details on these for the moment, but keep an eye out for them on the blog ;)

Tags: featured, guide-to-hunters, hunter-guide, hunter-hotfixes, hunter-info, hunter-nerfs, hunter-talents, patch-5.3, wow-hunter, wow-hunter-info, wow-hunters

Filed under: Hunter, PvP


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Tuesday, June 18, 2013

Should you play a hunter in WoW?

Should you play a hunter in WoW
If you're still not sure what WoW class you want to play, allow us to take this opportunity to introduce you to the noble hunter. Hunters are one of the most commonly recommended classes for new players to the game, and with good reason. Compared to other classes, many of which have the ability to fill multiple game roles, hunters have a single, straightforward function in any situation: to do damage with ranged weapons. And with the power of their pets to protect them, hunters have very high survivability when soloing, which secures their place the top of new player recommendation lists.

But don't start thinking that this means hunters are a simple class: while the basics are easy to pick up, there's a lot of depth to hunter gameplay (and a world of difference between playing with a good hunter and a not so good hunter). Hunters have a number of crowd control options and access to traps, both of which require strategic thinking to use well. And, further, while pets can make the life of a hunter much easier, controlling them can be a challenge that adds complexity to the game.

So while many people would tell you hunters are a great class for newbies because they're easy, we'll just say that they're a great class for newbies because they're easy to get started with. If we've piqued your interest, read on to see more about what the hunter has to offer in World of Warcraft -- and whether it may just be the perfect class for you.

Just what is a hunter?
Hunters do one thing and they do it very well: dish out huge quantities of ranged damage. Though hunters have three talent trees, just like any other class, each one focuses on doing DPS, though in slightly different ways: beast mastery improves a hunter's pet power, marksmanship focuses on ability with bows and guns, and survival hunters are more skilled with explosives, poisons, and traps.

Hunters have a wide selection of races -- any race save for gnome can select the class, meaning a potential hunter has the choice of dwarf, human, night elf, draenai, worgen, orc, tauren, troll, undead, blood elf, goblin, or pandaren. They wear leather armor to start, but can equip mail armor at level 40, which adds to their survivability. They can also wield a variety of weapons -- bows, crossbows, fist weapons, guns, one-handed axes, one-handed swords, polearms, staves, two-handed axes, and two-handed swords -- but most of their skills require you to use ranged weapons, so if you have dreams of melee combat, this is not the class for you.

Hunters have a unique resource system: instead of using mana, rage, or energy, their abilities require focus to use. It's similar to the energy resource that rogues, monks, and cat druids use, but it regenerates a bit differently. Hunters start with 100 focus and regain it over time or by using abilities.


What about pets?
Pets are a key aspect to the class. Hunters tame beasts throughout the land -- a hunter can tame 29 (37 for beast mastery hunters) different species of pet with their own special abilities and numerous unique looks. Just like your character, your pet has a talent specialization: each pet can be cunning (which focuses on utility and mobility, making for a good all-around spec), ferocity (which focuses on dealing damage), or tenacity (which focuses on defense). Any new pet you tame will have a default talent specialization based on its species, but you can swap it out if you'd rather have a different one.

Your hunter will start with a pet -- different depending on your race -- and any other pets you want you must find and tame. This can require a lot of tramping about the game world, especially if you're in search of pets with unique looks. These are the different pet species available to every hunter: basilisk, bat, bear, beetle, bird of prey, boar, carrion bird, cat, crab, crane, crocolisk, dire horn, dog, dragon hawk, fox, goat, gorilla, hyena, monkey, moth, nether ray, porcupine, raptor, ravager, scarped, serpent, spider, spore bat, tallstrider, turtle, warp stalker, wasp, wind serpent, and wolf. In addition, beast mastery hunters can tame special, "exotic" pets, which have extra abilities. These pets include: chimaera, core hound, devilsaur, quilen, rhino, shale spider, silithid, spirit beast, water strider, and worm. In short, many creatures you see in the game world can be tamed as a hunter pet.

If you can't settle on just one, that's fine, because you can tame many pets -- up to 50. However, you can only have one out at a time: any extra pets must be stabled while not with you (stable masters in towns will look after your pet for you while you're out adventuring). A certain number of pets can be stabled as "active" pets, which means you can call them and swap them for the pet you currently have no matter where in the game world you are. "Inactive" pets you'll have to visit a stable master to collect.

Who should (and shouldn't) play a hunter?
We think there are a lot of great reasons to play a hunter: The class is very easy for new players to pick up -- but there's also a lot of depth to the class if you want to really get into the game.Hunters have great survivability. Between mail armor, traps and tricks, and fiercely loyal pets, it's awfully hard to take a hunter down. This makes them a very good choice for players who are mostly interested in soloing.Though hunters aren't as flexible as a hybrid class, with pets that can do double-duty as a tank, they have more flexibility than other pure DPS classes.But a hunter might not be for you if: You really want to tank or heal. Sorry, hunters just aren't it.You're interested in a melee character or a caster: hunters still aren't it.You don't want to spend time hunting all over the game world to collect the perfect pet or the micromanagement of controlling a pet or collecting pets just doesn't interest you.

Want to learn more?
Check out these hunter resources: Hunter not for you? Then be sure to check out our guide to druids, monks, and warlocks -- and look for more newbie class coverage coming soon! Just because you're a newbie doesn't mean you can't bring your A-game to World of Warcraft! Visit the WoW Rookie Guide for links to everything you need to get started as a new player, from the seven things every newbie ought to know to how to get started as a healer or as a tank. Tags: featured, guide, how-to-play-wow, hunter, hunter-class, new-to-world-of-warcraft, noob-guide, rookie-guide, world-of-warcraft-guide, world-of-warcraft-help, world-of-warcraft-noobs, world-of-warcraft-rookies, wow-guide, wow-help, wow-hunter-class, wow-noob-guide, wow-noobs, wow-to-play-world-of-warcraft

Filed under: Hunter, WoW Rookie


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Friday, May 31, 2013

The Hunter in Mists of Pandaria

Pandaren Hunter with Wolf Pandaren Hunter with Wolf Pet

This page covers the various Hunter abilities and Glyphs as they will be in Mists of Pandaria, it does not cover builds. Yet. As this is written it’s still two months to the M of P launch and things might change. For now, check stuff out and think about what you will want for your Hunter, since the Cataclysm system will be scrapped.

Feel free to add comments, if you’re so inclined.

Any spec of Hunter can choose any one talent from each row. You will have six talents at level 90. You do not have to spend points in any given talent (or any ability,) you just pick ‘em and use ‘em. Obviously this means that any flavor of Hunter can have Silencing Shot.

The Hunter Talents in Mists of Pandaria The Hunter Talents in Mists of Pandaria

Again, you can pick one from any one row, regardless of your spec.

Posthaste - Your Disengage breaks free from movement impairing effects and increases your movement rate.Narrow Escape - When you Disengage you leave webs, snagging all targets for a few seconds.Binding Shot - Enemies are tethered to your arrow and stunned if they move away.Dire Beast - Summons a mighty beast to attack your target.Lynx Rush - Your pet charges from target to target, attacking each.Glaive Toss - Throw glaives to slow target and increase their damage taken.Powershot - A mighty shot that knocks back opponents.Barrage - A spray of shots that damages the target and enemies between you and the target.These talents are gone, though some of the functionality may have been rolled into other abilities or glyphs or talents.Sic em!, Bestial Discipline, Efficiency, Hunter vs. Wild, Improved Kill Command, One with Nature, Pathing, Rapid Killing, Improved Mend Pet, Improved Steady Shot, Suvival Tactics, Point of No Escape, Counterattack, Ferocious Inspiration, Hunting Party, Killing Streak, Longevity, Noxious Stings, Resistance is Futile, Resourcefulness, Sniper Training, T.N.T., Termination, Toxicology.Beast Mastery – BM Ability exotic beastsBlack Arrow – Survival abiltyBombardment – MM abilityCareful Aim – MM abilityCareful Aim – MM abilityChimera Shot – MM abilityCobra Strikes – BM abilityConcussive Barrage – MM abilityCrouching Tiger, Hidden Chimera – tier 1 talentEntrapment – Survival abilityFervor – tier 4 talentFocus Fire – BM abilityFrenzy – BM abilityGo for the Throat – BMImproved Serpent Sting – Survival abilityInvigoration – BM abilityKindred Spirits – BM abilityLock and Load – Survival abilityMarked for Death – now a glyphMaster Marksman – MM abilityMirrored Blades – now a glyphPathfinding – now a GlyphPiercing Shots – MM abilityPosthaste – tier 1 talentRapid Recuperation – MM abilityReadiness – now a general abilitySerpent Spread – Survival abilitySilencing Shot – tier 2 talentSpirit Bond – tier 3 talentThe Beast Within – BM abilityThrill of the Hunt – tier 4 talentTrap Mastery – Survival abilityTrueshot Aura – general abilityWyvern Sting – tier 2 talent

Previously all specs of any class shared a pool of common abilities and the talents made the difference. In Mists of Pandaria there is a smaller pool of abilities, the talents (which can be accessed by any spec,) and then a set of abilities unique to each spec.

All of the abilties are acquired from your trainer as you level. As with talents you will not have to spend any points in any of these abilities.

These are the abilities that all Hunters will eventually receive on their path to level 90. Naturally you’ll pick these up from your trainer as you level. If you want to level as fast as possible, then go here.

Fetch – new , pet loots for you.aimed shot is now a Marks abilityCobra Shot is a Survival ability

Most, not all, of these abilities have been tweaked from their Cataclysm versions. A couple are new, some were talents. Hover over the links for descriptions. Remember that you can still use the Dual Build ability (learned from your trainer.) As with the regular abilities you will learn these from your trainer as you level.

These are all the Hunter Glyphs in Mists of Pandaria. You will notice, right off, that Prime Glyphs are gone. You’re left with Major and Minor, three of each. They’re gained, 1 of each, at levels 25, 50, and 75.

If you hover over each link you will also notice that all glyphs are level 25, which means you can buy them all at that time and swap them as necessary. (And they’re likely to be pricey at launch, go here if you need more gold to buy them.) As before, you will need some stuff from your Inscription Supplies dealer to do that:

Under level 80: Vanishing PowderLevel 81 to 85: Dust of DisappearanceLevel 86+: Tome of the Clear Mind

The third weapon slot is gone, but you can still equip ranged and melee weapons, just not at the same time. You can have your two swords or you bow/gun, but not both. Make a macro to swap weapons or use the equipment manager if you really want to use melee weapons. Or go fishing.

Note in the “dead abilities” section that some of your melee  strikes are gone.

Hunters can fire ranged weapons in melee range, Pandaren hunters have a point blank stun which will be rather nice for getting out of tight spots.

Pet talents are gone, rather they will have abilities appropriate to type and spec.

It’s possible for your ranged attacks to be dodged, so the Expertise stat might become valuable, up to the dodge cap. It’s exact value will probably depend on the exact situation, gear level, PvE Vs. PvP, etc., just as it does in Cataclysm.


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Tuesday, January 29, 2013

Direhorn hunter pet in patch 5.2 is the triceratops we've been wanting

ImageWowheads dataminers and commenters have been extremely busy lately, and one particular commenter, Ozlem, has succeeded in obtaining the new hunter pet -- the Direhorn -- already, as can be seen from the header image.

The exciting news is that, currently, this pet is not exotic, meaning it can be tamed by a hunter of any spec, not just beast masters. Of course, do remember that this is PTR, and therefore subject to considerable change before launch. There is a requirement to tame it, though, which is an item dropped from the dinomancers based on the Isle of Giants, the Ancient Tome of Dinomancy.

This currently has quite the high drop rate, although it is not 100%, but again this could be nerfed down to size on live servers. There currently are no other hurdles to navigate to obtain one, unlike the pets from previous patches and their greater challenges, despite the PTR patch notes stating the following:

Dire Horns have been added as a tamable species for Hunters that have learned the required skill. Aspiring Dire Horn owners should seek out clues regarding these auspicious beasts.
The skill may well refer to the Tome, rather than to beast mastery's ability to tame exotic pets.

It's not yet known whether these dinosaur-style creatures will be added into old zones where they'd fit in, but it seems likely that they will remain around Pandaria and on the Isle of the Thunder King. I think they're adorable! The triceratops-heavy nature of patch 5.2 is just fine by me.
Mists of Pandaria is here! The level cap has been raised to 90, many players have returned to Azeroth, and pet battles are taking the world by storm. Keep an eye out for all of the latest news, and check out our comprehensive guide to Mists of Pandaria for everything you'll ever need to know.
Tags: dire-horn, direhorn-pet, mists-of-pandaria, patch-5.2, patch-5.2-hunter-changes, patch-5.2-hunter-pets, tame-direhorn

Filed under: Hunter, News items, Mists of Pandaria


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