Heres what I'm going to -> http://www.wowhead.com/?talent-bc=rxx0zhZZVGgz0tRhtEo Blindy. fucked around with this message on 10-05-2006 at 12:18 PM.
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Delidgamond had this to say about Reading Rainbow:
In a heartbeat
You don't need Improved Bloodrage anymore, so you could pick up 5/5 Toughness. More importantly, though, you could pick up 1 Shield Block instead.
70% chance to resist interruption when casting any destruction spell.
30% chance to be healed for 20% of damage done.
One in four physical attacks against me grant me an instant nuke.
30% more demon or fel armor.
Plus all your old favorites: Conflag, DS, pimp imp, emberstorm...
Oh... oh god... I think I'm going to mess my pants
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Rockstar games presents; Taeldian;
You don't need Improved Bloodrage anymore, so you could pick up 5/5 Toughness. More importantly, though, you could pick up 1 Shield Block instead.
Any ability that gives me more rage is mine.
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Delidgamond obviously shouldn't have said:
Any ability that gives me more rage is mine.
Anger management gives you more rage than Imp Bloodrage.
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Delidgamond thought about the meaning of life:
Any ability that gives me more rage is mine.
I hate you and your spec.
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Maradon! had this to say about Robocop:
One in four physical attacks against me grant me an instant nuke.
Bear
Teaches your tamed bear the Enraging Bite ability. Enraging Bite reduces an enemy's resistance to physical attacks as well as drawing its attention.
Angers a target, drawing its attention and lowering its armor value by 40.(Probably is a % armor reduction)(This is also a taunt effect)
Teaches your tamed bear the Growl of Fortitude ability. Growl of Fortitude increases the maximum health of the bear.
Grants the user 252+12.5/level(852 at level 70) additional hitpoints for 5 minutes, 7 minutes cooldown. Starts at level 22.
Teaches your tamed bear the Roar of Fortitude ability. Roar of Fortitude increases the maximum health of everyone in your party.
Increases max hitpoints of allies in your party by 200+10/level for 2 minutes(540 at level 70), 3 minutes cooldown. starts at level 36.
Bird
Teaches your tamed bird the Eye Peck ability. Eye Peck causes an enemy to miss more often in combat.
5% Chance to Eye Peck, which lowers a target's chance to hit by 47%(it has -1 duration so i belive that it only works for 1 hit)
Teaches your tamed bird the Flight of the Peregrine ability. Flight of the Peregrine increase the movement speed of the bird.
Increases movement speed by 100% for 15 seconds, 5 min cooldown.
Teaches your tamed bird the Pester ability. Pester greatly increases the attack speed of the bird at the cost of dealing less damage. Every successful attack while in this mode renders the target unable to cast spells for a short time.
Decreases damage done while granting a chance to silence on hit, lasts 15 seconds, 30 seconds cooldown.
Boar
Teaches your tamed boar the Gore ability. Gore deals physical damage over time to an enemy.
Deals 15+5.5/level(205 damage at level 48) damage to a target over 15 seconds. Starts at level 13, stops at level 48. 30 seconds cooldown.
Teaches your tamed boar the Toughen Hide ability. Toughen Hide increases resistance to physical attacks.
Increases armor value by 118+5.2/level(367 at level 70) for 10 seconds, 45 seconds cooldown. Starts at level 22. Probably is a % armor increase.
Teaches your tamed boar the Vital Wound ability. Vital Wound slows the attack speed of an enemy.
Adds a 5% chance to do extra damage and slow attack rate of a target on a successful hit.
Cat
Teaches your tamed cat the Ferocity ability. Ferocity increases attack speed of the cat at the cost of receiving more damage when hit by phsical attacks.
Cat goes into a ferocious rage granting 50% haste but takes 60 more damage from attacks for 8 secons. 1 minute cooldown.
Teaches your tamed cat the Open Wound ability. Open Wound deals physical damage over time to an enemy as well as increasing damage received by physical attacks for a short time.
Adds a 5% chance to open a wound on a target causing damage over time and increased damage taken by 10%.
Teaches your tamed cat the Survival Instinct ability. Survival Instinct stuns an enemy and attempts to run away causing the enemy to lose interest in attacking the cat.
Stuns an enemy and attempts to run away causing the enemy to lose interest in attacking the cat. 2 second stun, 10 second cooldown.
Crab
Teaches your tamed crab the Clenched Pinchers ability. Clenched Pinchers holds an enemy in place while dealing physical damage over time to it. While holding the enemy, the crab will be unable to attack or perform any other actions.
Grabs a target, holding them in place for 15 seconds while doing 150+5/level(270 at max level) damage in that time.
Teaches your tamed crab the Tight Pinch ability. Tight Pinch deals additional damage on the crab's next hit as well as stunning the enemy.
Pinches down hard causing 18+1/level(64 at max level) damage and stunning a target for 5 seconds. 30 seconds cooldown.
Teaches your tamed crab the Tough Shell ability. Tough Shell gives your crab a chance to increase it's armor value when hit.
Adds a 8% chance to temporarily increase armor when successfully hit. Adds 196 armor.(Probably is a % value)
Crocilisk
Teaches your tamed crocilisk the Consume Flesh ability. Consume Flesh gives your crocilisk a chance to steal health from an enemy when attacking.
Adds a 5% chance to drain 50 life from a target during combat.
Teaches your tamed crocilisk the Pierce Ankle ability. Pierce Ankle knocks down an enemy and reduces it's movement speed.
Knocks down an enemy and reduces it's movement speed by 35% for 6 sec. 30 seconds cooldown.
Teaches your tamed crocilisk the Quick Snap ability. Quick Snap gives your crocilisk a chance to counterattack when hit.
Adds 20% chance to counter attack when hit.
Gorilla
Teaches your tamed gorilla the Quickness ability. Quickness is an attack that can hit multiple enemies.
Adds 41-45 damage and hits one additional target, 1 minute cooldown.
Teaches your tamed gorilla the Throw Rock ability. Throw Rock is a ranged attack.
Throws a rock for 40-46 damage. 1.5 sec casting time.
Teaches your tamed gorilla the Bruise ability. Bruise gives your gorilla a chance to reduce the armor value of an enemy when attacking.
Adds 11% chance to Bruise a target, which lowers the targets armor value by 176.
Tall Strider
Teaches your tamed tall strider the Distracting Spit ability. Distracting Spit increases physical damage dealt to an enemy.
Adds 5+0.2/level(15 at level 70) damage taken on a target. 15 sec duration, 3 min cooldown.
Teaches your tamed tall strider the Strider Presence ability. Strider Presence helps regenerate health and mana.
Increases health regeneration by 5+0.5/level(17 at max level) and mana regeneration by 10+0.5/level(22 at max level) of all allies in the party.
Teaches your tamed tall strider the Healing Tongue ability. Healing Tongue heals friendly targets from a short range.
Heals a friendly target for 62-72+7.7/level(431-441 at max level). 1 sec cast time, 15 sec cooldown.
Spider
Teaches your tamed spider the Poisonous Spit ability. Poisonous Spit ranged attack that deals damage over time to an enemy.
Spits out poison at target which causes 150+5/level(320 at max level) damage over 15 seconds. 2 sec cast 2 min cooldown.
Teaches your tamed spider the Spider Poison ability. Spider Poison deals damage over time to an enemy.
Adds a 5% chance to poison on a successful hit. Poison deals 390 damage over 30 seconds at max level.
Teaches your tamed spider the Web ability. Web renders an enemy unable to move.
Casts a web over an enemy, immobilizing it for 12 seconds. I think that you cant net the same target again for 20 seconds.
Turtle
Teaches your tamed turtle the Hand Snap ability. Hand Snap disarms an enemy as well as causing damage over time.
Disarms a target for 8 seconds as well as dealing 36 damage over 8 seconds. 5% chance on hit.
Teaches your tamed turtle the Thick Skin ability. Thick Skin gives your turtle a chance to increase it's armor value when hit.
Adds a 15% chance to temporarily increase armor by 63 for 20 seconds when successfully hit.
Wolf
Teaches your tamed wolf the Enraged Howl ability. Enraged Howl increases your party's strength and agility.
Adds 12 strength and 12 agility to party members in a $a1 yard radius for 30 seconds. 1 min cooldown.
Teaches your tamed wolf the Intimidating Growl ability. Intimidating Growl causes an enemy to run away in fear at an increased movement speed.
Target creature becomes frightened and runs away at an increased speed for 5 seconds.
Teaches your tamed wolf the Rabid Maw ability. Rabid Maw decreases an enemy's strength and agility.
Reduces strength by 23 and agility by 23 for 30 seconds, 5% chance on hit.
Raptor
Teaches your tamed raptor the Feast of Prey ability. Feast of Prey allows your raptor to recover health every time it kills an enemy.
Steals 3 life/ level from a target after delivering a fatal blow.
Teaches your tamed raptor the Tendon Slice ability. Tendon Slice deals damage over time as well as slowing the enemies movement speed.
Adds a 5% chance to slow a targets movement by 33% as well as do 60 damage over 8 seconds on a successful hit.
Teaches your tamed raptor the Vulnerable ability. Vulnerable increases all physical damage done to an enemy for a short time.
Finds a weak spot which causes the target to take 65(At highest level) more damage from physical hits for 3 seconds, 30 seconds cooldown.
Scorpion
Teaches your tamed scorpion the Claw Cover ability. Claw Cover increases your scorpion's chance to parry.
Increase chance to parry by 60% for 20 seconds, 1.5 minutes cooldown.
Teaches your tamed scorpion the Dig Trap ability. Dig Trap allows the pet to enter stealth mode but will be rendered unable to move. If the scorpion attacks from this position it will deal additional damage.
Allows your scorpion to go into stealth, but it cannot move and it's sight range will be reduced. If it attacks from this position it will deal 169 additional damage. 90 seconds cooldown.
Teaches your tamed scorpion the Minor Scorpion Venom ability. Minor Scorpion Venom deals damage over time to an enemy.
Adds a 5% chance to poison on a successful hit. Poison deals 580 damage over 60 seconds.
Fel Guard pet abilities (as far as I can find them):
Fel Guard
Demonic Frenzy - Passive - Increases Attack Power 5% for 10 seconds, stacks 10 times.
Cleave - Rank 1 - Deals weapon damage plus 32 to target and nearest ally.
Rank 2 - plus 50
Rank 3 - plus 78
Avoidance - Passive - Increases your chance to avoid area of effect attacks by 50%.
Anguish - Rank 1 - Taunts the creature, increasing the chance that the creature will attack the Felguard.
Rank 2
Rank 3 (Just gets stronger.)
Intercept - Rank 1 - Charge an enemy, causing 65 damage and stunning it for 3 seconds.
Rank 2 - 85 damage
Rank 3 - 105 damage
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Teaches your tamed crab the Clenched Pinchers ability. Clenched Pinchers holds an enemy in place while dealing physical damage over time to it. While holding the enemy, the crab will be unable to attack or perform any other actions.
Grabs a target, holding them in place for 15 seconds while doing 150+5/level(270 at max level) damage in that time
This might be tad over powered.
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From the book of Falaanla Marr, chapter 3, verse 16:
OK, the Fel Guard is shit compared to some of those hunter pets.
True, but there's a chance that the new pet abilities might not make it to retail. Apparently they've been seen before in test files and didn't make it live.
The Fel Guard stuff is accurate though, and depending on how much damage it does, it could be pretty damn nice. It's kinda a combo of the Succubus and the Voidwalker, and with it out (and Soul Link up), you're giving yourself a bonus of +18% damage to all spells, which is pretty nice.
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Nina's account was hax0red to write:
Except you can just, y'know, kill the damn crab while it's holding you.
That's a lot of time spent getting shot by the hunter.
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Willias thought this was the Ricky Martin Fan Club Forum and wrote:
blah blah blah stuff about pets blah blah blah
Still no hyena love?
It had better have a monstrous energy cost.
So the Tall Strider licks you to make you feel better? O.o
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One thousand monkies on one thousand typewriters would eventually write what Katrinity said;
"Teaches your tamed tall strider the Healing Tongue ability. Healing Tongue heals friendly targets from a short range."So the Tall Strider licks you to make you feel better? O.o
It's not that he licks you, it's WHERE he licks you
However, on the flip side... Hawk Eye is now tier 2 Survival. HEH.
Someone mind linking to the hunter spells/talents directly for me? I want to see
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Mr. Parcelaning:
The Hunter talents have been released now; they look a lot worse (for everyone else) than previously expected. This entire expansion looks to be devoted to making Hunters more powerful.
I don't know what you're seeing in the hunter talents that sets them above anybody else's expansion talents.
These are the changes that are gonna cause some nonhunters to flip out.
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Yes, there are several notable changes.1. Traps are now on a 30 sec cooldown, but can be used in combat (you no longer need to feign/trap).
2. When feign death is resisted, you are still reduced to 0 threat for any targets that did not resist feign death (although if any creature resists the feign, you won't be taken completely out of combat, you'll still be on the creature group's target list).
3. Attack Power and Crit related changes:
a. Hunters now get 1 AP per Agility rather than 2. This change helps us provide more interesting stat distributions on hunter items. Previously, Hunters valued Agi significantly above any other stat, such that it was extremely difficult for us to create variety among Hunter items. For example, before this change, we could have spent 1 stat point on an item to give you either 2 AP or 1 Agi (which gave 2 AP along with a small bonus to crit and a small bonus to dodge... clearly the better choice). However, several changes have been made along with this change in order to offset the AP loss.b. Hunters now get significantly more crit per point of Agility than before (about 33agi/crit at level 60).
c. Hunters now get more dodge per point of Agility than before (about 20agi/dodge at lvl 60).
d. Ranged weapons have had their damage values significantly increased (and consequently the weapon's dps)... this also helps make weapon upgrades feel more meaningful for Hunters than it did previously (along with the other changes, this change is retroactive).
e. Most Hunter equipment has been updated to have a better distribution between +Attack Power bonuses and Agility.
4. Aimed Shot related changes:
a. Aimed Shot now resets the Hunter's shot timer. This talent was always intended to be an "opening" shot, and not something that would be woven between shots. However, since Aimed Shot became such a core element for Hunter DPS, we didn't want to make this change until we were prepared to make several other changes to increase hunter DPS to offset it. Fortunately, this means that some of the odd side effects of the old Aimed Shot are no longer relevant, such as requiring hunters to use extremely slow weapons to maximize their DPS (weapons slow enough to be able to use Aimed Shot in between auto shots)b. Arcane Shot now does substantially more damage than it did before, and scales with AP.
c. Steady Shot has been introduced as a core ability in the expansion, and provides much the same kind of gameplay as Aimed Shot did in the past (a shot you weave in between your normal shots), but to a much more managable degree (since it's a 1.5 sec shot, it doesn't require as slow of a weapon to take advantage of, and doesn't require to stand still for as long).
5. Other note: Wyvern Sting may now be used in combat.
It is nice that they are going to make it so hunters don't have to rely on slow weapons, though. They really do need PVE buffs for raiding at least and that should help jumpstart it a bit.
And I had planned on making a mage... or a Shaman.
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Darkness Model 2000 was programmed to say:
Meh, personally, it looks like hunters are getting a lot of utility to cover for the RAP change. You've got to realize that a well equipped hunter is going to be losing in the range of 400-600+ AP (Which can be as high as 20-25% of our total damage),
You are having increased crit and they are modifying the base damage of all weapons in the game to keep you where you are, just without the ratard burst hunters have now.
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plus Aimed shot is going to reset the auto-shot timer again, so our burst DPS is really going down the tubes. Seems like really good changes for Hunter PvP, but raid damage is definitely taking a plunge.
Steady shot. You no longer have to use 3s+ bows. And Arcane shot is scaling with AP. Bitching about the hunter changes is like paladins wanting dps, it's just plain stupid.
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How.... Naimah.... uughhhhhh:
Steady shot. You no longer have to use 3s+ bows. And Arcane shot is scaling with AP. Bitching about the hunter changes is like paladins wanting dps, it's just plain stupid.
yep, and yet Blizzard sort of gave paladins DPS.
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So quoth Anakha:
yep, and yet Blizzard sort of gave paladins DPS.
Dude, just no. Just shut up.
Oh, and apparently there is quite a bit of AP, STR, and +crit mail armor that drops in the Burning Crusade as well.
giggity giggity giggity
Or at least a shaman inside the beta said on the Blizzard forums. His equipment can be found here his spec here. Instead of Sulfuras though, he had a Claw of the Black Drake MH and a Fel Iron Hatchet in his off-hand.
He said, and I quote:
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Base overall DPS (Calculated over roughly 300 Level 60-63 Mobs Killed, A quested Level 65+ elite boss near the Pools of Agonar and going up against the Level 62-63 elites in Hellfire Citadel)Base I was able to sustain minimum roughly 285+ dps at any given time without totems.
With Totems and Improved Battleshout I was able to regularly sustain 500+ DPS with numbers exceeding 500 if the fight was able to last at least 2 minutes (I'll explain this later)
Highest burst I saw was fully buffed against the Boss near the Pools of Aggonar I mentioned. I was able to break 834.7dps (I know it was just one encounter I know I know but it bears showing anyway ) for about 20 seconds when I popped an earthstrike-like trinket Called Bladefist's Breadth that gives you +200ap for 30 seonds and 2% crit that you get from a quest reward.
For the most part I was Stormstriking on almost every opportunity and throwing in frostshock or earthshock when I was soloing to take advantage of stormstrike. Threw in a heal every now and again, but that was the basic strategy.
Also on Shamanistic Rage:
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Shamanistic Rage - HOLY CRAP and yes I will use all caps because this damn thing is awsome. This spell should really be renamed shammervate. You pair this spell on a 2 minute cool down and manage to take advantage of the full 30 seconds it's up (Read: Use against boss mobs) you basically have a full mana bar or close to full. I was actually shocked how much mana I was generating per hit with this thing. I really think the proc-rate is 20%+ because I was regenning mana ABSURDLY fast. You pair this ability with fast daggers and you could feasibly replace your mana bar twice over at least between heals, shocks and stormstrike. Keep in mind my mana pool in my updated DPS gear sits at about roughly 4k. Each swing restored a different amount of mana since it was fluctuating between Unleashed rage and moving in and out of range of totems so it was affecting how much +AP i had, but overally I was seeing between 148 to 200 mana being restored per hit. This was the spell that allowed me to break 500+dps on boss fights because I had more mana for shocks and stormstrike, the synergistic effect cannot be underestimated.
My guess is that Shamanistic Rage has either an equal proc rate or greater proc rate than Judgement of Wisdom.
Edit: Oh, and apparently weapon buffs now last 30 minutes. Willias fucked around with this message on 10-13-2006 at 07:12 PM.
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x--WilliasO-('-'Q) :
Oh, and apparently there is quite a bit of AP, STR, and +crit mail armor that drops in the Burning Crusade as well.
See what I mean by mitigating circumstances?