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10.2.7
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Melee Hunters
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Post by
367141
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Post by
367590
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Post by
sutasafaia
+1 Wonderful Idea.
The hunter has a ton of abilities and talents that feel like incomplete melee class abilities. DPS classes can only dps, they should be given varying ways of doing it.
If I was in charge of hunters it would look like this.
Beast Master = Fights through using Eyes of the Beast receiving more abilities and increased power when channeling. Creates a unique experience forcing the hunter to jump back and forth between controlling himself and his pet.
Marksman= Standard Ranged
Survival=Melee focused with increased abilities to survive at close range and more traps to drop and trigger directly on the target you're fighting.
The day I have to use an irritating micro-management setup for my BM hunter is the day I stop playing a hunter. I'm all for the idea of pet tree, range tree, and melee tree but the last thing hunter needs is even more things to keep an eye on. Hunters already have to keep an eye on trap cooldowns, various skill cooldowns depending on build, and their pet cooldowns. At least they do if they are playing well. The last thing they need is to have to jump between two separate entities to activate said cooldowns.
Take a page from the English adaptation of Dungeon Fighter Online...
"Unique experience" generally means overly complicated, more difficult, and just plain annoying.
Post by
367590
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Post by
sutasafaia
The day I have to use an irritating micro-management setup for my BM hunter is the day I stop playing a hunter. I'm all for the idea of pet tree, range tree, and melee tree but the last thing hunter needs is even more things to keep an eye on. Hunters already have to keep an eye on trap cooldowns, various skill cooldowns depending on build, and their pet cooldowns. At least they do if they are playing well. The last thing they need is to have to jump between two separate entities to activate said cooldowns.
Take a page from the English adaptation of Dungeon Fighter Online...
"Unique experience" generally means overly complicated, more difficult, and just plain annoying.
You know if they change the whole tree to have you jump between your pet they will probably preserver the balance by reducing the number of things you have to "keep an eye on". It could, very easily wind up being much easier to play than currently.
Could, but I doubt it. Unless the hunter class (and every class at that point for that matter) is redesigned from the ground up choosing one tree over another does not change your gameplay so drastically that you have to learn entirely different styles of gaming. Different rotations, different options, yes. But not whole separate gaming styles.
And trying to re-balance it so that you have less to keep an eye on would only weaken the class as a whole. If you no longer had to keep an eye on traps what are you getting to replace that utility? Since if you still had traps the fact is your keeping an eye on them, they are to useful not to watch and you get weaker for not using them.
If you no longer have to keep any eye on pet cooldowns they would have to weaken pets to compensate, and the same for hunters themselves if they had less cooldowns to watch.
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490907
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Post by
leuitinet
Commenting on melee range. True we Hunters arent the best while in melee, but we can melee to a degree.
Raptor Strike
, and
Mongoose Bite
are always relieable for those unexpected melee moments. Most Hunters dont use these, and it too bad they dont. A strong slow 2hander will make these attacks more dangerous than one might think. Also, RS is our next melee attack, and MB is instant, so they will land fairly quick one after the other. Being in melee also lets us apply our own slowlying effect via
Wing Clip
. They removed the Improved Wing Clip talent so its not as effective as it use to be.
Also another disadvantage to being melee with a Hunter, is the traps. You will always get hit with the trap, and there are so many to choose from.
Immolation
and if its glyphed it will hurt,
Explosive
also glyphed will allow possible crits on ticks,
Snake
, which all casters will hate,
Freezing
and
Frost
, which proc
LnL
, make melee range almost as dangerous as ranged.
This is a post from a mage thread. I think explains how much we can do at melee range. We are not designed for melee but we can still do it. We suck at it, but we can do it.
Post by
snuzzle
There were never melee hunters, there were only noobs who thought Surv was the "melee" tree.
It had a fair few melee helping spells, like imp. raptor strike and stuff, but the point of the tree was always about SURVIVING if you got into melee, not running up into melee on purpose.
Personally, I think Surv is in a very nice place right now, and it's BM tree that needs some love.
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552705
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497924
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552705
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462750
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Post by
Tany
As one who would like to see melee hunters, I saw some ideas in this thread that would rock.
BM Spec using eyes of the beast puts your hunter on the 'hunter bar' keeping him at ranged doing whatever shots you have on the bar. While giving you complete control over the specific beast. Only instead of things like Aggro/ Defensive and Passive. Make them Left 10 yards/ Right 10 yards/ FD.
This could Rock, having a bear pet and using EotB would allow you to crappy-tank. While your hunter would stay at max range behind the target shooting Serp Sting and Arcane shot on the cool down. If you know you are going to be doing soloing quests, put heal pet on the hunter bar. Make sure to have Volley on the 'hunter bar' and it's the same damage and game play style hunters use now.
Having a cat/ devilsaur would give you Druid cat-like spells, again leaving the hunter to stay at max range shooting SS and Arcane.
Someone mentioned how Hunters ARE of the druid/ shamanistic background. That would rock! The better geared the hunter, the more the pet scales to both tanking / dps.
And to REALLY upset casters, cast EotB while having a caster pet.
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553729
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91604
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