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PTR
10.2.7
PTR
10.2.6
Beta
Hunter 6.0 patch changes
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Post by
matheus314
Beta Build 19057:
Buffs for Exotic Munitions and special LFR set-bonuses!
Exotic Munitions
: Allows you to modify your ranged weapon to use exotic munitions:
Incendiary Ammo - Arms your ranged weapon with exotic ammunition that lasts for 1 hour. Each autoshot deals
20%
23%
additional Fire damage to all enemies within 8 yards of the initial target.
Poisoned Ammo - Arms your ranged weapon with exotic ammunition that lasts for 1 hour. Each autoshot deals (
32%
36.8%
of Attack power) additional Nature damage over 16 sec. When this effect is refreshed, the remaining damage will be added to the new effect.
Frozen Ammo - Arms your ranged weapon with exotic ammunition that lasts for 1 hour. Each autoshot deals
15%
17%
additional Frost damage and reduces the target's movement speed by 50% for 4 sec.
Only one exotic munition can be active at one time.
New LFR Set-Bonuses:
Item - LFR T17 Mail Agility 2P Bonus:
Agility increased by 100.
Item - LFR T17 Mail Agility 4P Bonus:
Your special attacks have a 10% chance to impale the target with metal spikes, dealing 1 Physical damage.
The damage for the 4-piece set-bonus on LFR is obviously a placeholder.
Post by
Interest
IDK. Given Hunter's current damage dealing state one could joke that 1 additional physical damage is actually a large dps increase for Hunters :P
Post by
w3maniak
Exotic munitions buff is something I kinda expected after the buff to pet stats (which as result makes Lone Wolf stronger).
Post by
matheus314
Exotic munitions buff is something I kinda expected after the buff to pet stats (which as result makes Lone Wolf stronger).
That's true.
And LOL, Interest...
Post by
Interest
Exotic munitions buff is something I kinda expected after the buff to pet stats (which as result makes Lone Wolf stronger).
That's true.
And LOL, Interest...
I'm being pretty generous about my estimate. 0.1 may be a fairer estimate (with a 0.9 margin for error)
Post by
matheus314
Idk you... but yesterday I did 260k DPS on Baleroc. =D
(there should be a special html thing for this lol...)
Post by
Interest
Idk you... but yesterday I did 260k DPS on Baleroc. =D
(there should be a special html thing for this lol...)
You can use acronym.
Post by
matheus314
Idk you... but yesterday I did 260k DPS on Baleroc.
=D
Post by
Interest
I dunno if lower level damage is worth talking about... I mean I did over 500k DPS to the Lich King as Survival, so...
Post by
matheus314
Class Tuning Changes for October 29th:
Adaptation
now increases
Combat Experience's
damage increase to 70% (down from 85%).
Chimaera Shot's
damage has been reduced by 13%.
Focusing Shot
now has a 2.5 second cast time (down from 3 seconds), and its damage has been increased by 25%.
Kill Command's
damage has been increased by 20%.
A slight nerf on Adaptation, due to the big buff on pet damage last time and to Chimaera Shot, though some cool buffs for Focusing Shot (that nobody will pick anyway) and KC. Interesting...
Post by
Interest
I'm not even surprised by the Focusing Shot change...
I wish they'd boost up Explosive Shot damage-wise though.
Post by
matheus314
I wish they'd boost up Explosive Shot damage-wise though.
Me too. Right now it's below Barrage and AMoC for me. And both of those are talents!
Post by
Interest
I wish they'd boost up Explosive Shot damage-wise though.
Me too. Right now it's below Barrage and AMoC for me. And both of those are talents!
Well what I mean is the DPF is probably okay but the DPGCD is terrible. Also, Barrage has a cast time and I think eats at least 2 GCDs, so it should deal more. DoTs by nature also should deal more per GCD (especially longer duration DoTs. Explosive Shot falls more in the realm of slightly staggered direct damage).
Post by
Scotia
I miss horn toss on my rhino. I giggled every time while soloing. *punt*
Post by
Interest
I miss all of the pet CC skills but they were pretty OP to have.
Post by
matheus314
6.0.3 Hunter changes for November 5th:
General
Explosive Trap: modified by Glyph of Explosive Trap should now correctly knock enemies away from the trap instead of away from the Hunter.
Freezing Trap: should now trigger correctly when a stealthed character walks over it.
Survival
Serpent Sting should now be correctly applied to targets even if they move more than 40 yards away when struck by Arcane Shot.
Hunter Pets
Tenacity Pet Specialization: Blood of the Rhino now reduces the pet's physical damage taken by 15% instead of increasing armor by 20%.
Tenacity Pet Specialization: Great Stamina now increases the pet's health by 60% (up from 12%).
Carrion Bird: Bloody Screech can now be set to autocast.
So... interesting changes for tenacity pets. That will defnitely make them sturdier. =D
And some fixes for dots and traps.
Post by
Interest
Serpent Sting should now be correctly applied to targets even if they move more than 40 yards away when struck by Arcane Shot.
How in the...What kind of programming failure is this? D:
Post by
matheus314
Serpent Sting should now be correctly applied to targets even if they move more than 40 yards away when struck by Arcane Shot.
How in the...What kind of programming failure is this? D:
Hehehe... If there's one thing I learned on my brief time on programming classes is that
ANYTHING
can happen.
Post by
Interest
Serpent Sting should now be correctly applied to targets even if they move more than 40 yards away when struck by Arcane Shot.
How in the...What kind of programming failure is this? D:
Hehehe... If there's one thing I learned on my brief time on programming classes is that
ANYTHING
can happen.
This is still a really basic error. They probably programmed Arcane Shot to apply Serpent Sting, but because Serpent Sting still had a 40 yard "application range" from its old version of the skill they probably used instead of changing Serpent Sting (or there was a clause from back when Arcane Shot could dispel magic, but that wouldn't make much sense), it resulted in this easily fixable bug.
What I probably would've done, assuming I had access to the spells, was rewrite Serpent Sting itself and overwrite the Arcane Shot slot with it, renaming and changing values as appropriate. It shouldn't bug out that way.
Post by
matheus314
overwrite the Arcane Shot slot with it
That was my original idea too. Just make SV Hunters replace Arcane Shot with Serpent Sting (with all the perks AS already had, like being the aim of the TotH proc, etc... of course). Deal, Done.
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