Posts Tagged ‘Hunters’’

Let’s look at some of the promises and perils that 3.1 and other future patches will bring for the Hunter.

Bear Trap Mechanics

There’s probably not much to say here that I haven’t already said. They took away the ability to do damage through Freezing Trap because of pet problems. I still say I would have rather kept the mechanics until they found a solution, but here’s hoping they find one by 3.1 or so. I liked that ability.

Trap Mastery

So as you may recall, Blizzard outright admitted that they didn’t have time to finish Trap Mastery before Wrath hit, leaving Survival Hunters with a talent that, while not completely useless, also leaves a lot to be desired for its position in the tree. But when they get back around to it, what could they do with it? Read the rest of this entry »

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November 14th, 2008

MURU
1. In phase 1, if your team is made up with 3 main force DPS and 1 controlling DPS, I will suppose that more than 1600 DPS for the beast master will be fine. Make sure that you have cleared up all the monsters in time.
2. The phase 1 is comparatively easy for the beast master, which the macro /targetexact will be enough since it will use some certain skills and actions at some certain time. You are supposed to keep the same or at least the similar behaviors when you are dealing with various monsters.
3. The potion cooldown: You should make a careful calculation of the time to eat the magic spell since it has relation with the team warcraft.
4. In phase 2, you should make sure that all of your skills will be put to good use now. In the fixed time, start with the fixed skills, unless you have come across some emergency.
Besides, the fixed instances and the team consistency will also call for your attention. You should exert yourself and try your best to keep the standing output. Personally, the potion in the phase 2 will be fine if coordinated with the healing.
Kil’Jaeden:
1. Plug-ins: I have personally held for a long time that the plug-in in the game plays a significant role in terms of output. The efficient observation and in-time consciousness will contribute to your higher output in the game. The plug-ins, such as the DBM, will ensure you the chances to get the breath in time, what’s more, it will move the standing output ahead of the time, maybe right after the end of the cooldown time of the fire flower.
2. Visual observation: you can take the terrace or the guild-mates as the reference objects, which will do a great favor for the hunters in the beginning period. As the old saying goes, practice makes perfect. As long as you have practiced them much you will finally be competent in the measurement of the distance between the target and the attack range.
3. The proper allocation of the skills: It will mean much since it has some relation with the obtainment of breath and gallantry. Usually the gallantry will be set at a fixed time. However, all the skills are not set at one proper time, such as the priest mirror. When some teams are involved in the clearing-up of the priest mirror, the situation will be messed up. It is the high time for the hunters to start with his skills since all of your enemies will be deprived of the special buff.
3. Gemini (1 point instances)
The only thing that matters here is the proper time to feign death. If you have carried the alliance badges with you, then you can make sure that the hate will have the fire ball at one blow. If you haven’t carried them, you should keep the hate far away from the fire ball hate-list. The popularity nowadays says that the feign-death has some business with the distance from the boss.
Kalecgos:
1. Some words about the pet: I will recommend the simplest, while the most inconvenient plan. After you come into the door, you can deal with the pet attacks with only one hand, since the other hand is busy with the instances

2. Instances—the standing output—instances—the standing output… You will repeat the order for several times. Personally, as far as hunters are concerned, I think the team configuration and the healing competence will be the most influencing parts, together with the haste, arcane resistance, shadow resistance and spell. Different team will take on different instances and also the different levels of credibility towards the healing effects, which will influence the amount of output of the team.

3. The time base: usually the team will arrange the complete opening, which will settle down the cooldown.

July 29th, 2008
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