We haz buffs...for now.  

Posted by Gringott in , ,

24Feb09 08:48 CST
Alright folks, there's a lot to the 3.1 patch notes from the PTR.

This write up is not all inclusive, but covers the high points. Since I have yet to see all the changes to Beastmastery and the new pet talents, and I'm currently playing as Survival, that's what I'll be covering. Unfortunately, despite multiple tries I could not get Gringott copied to the PTR. So for now, this is all theory on my part.

Save your coin, you're going to need it. Dual spec currently costs 1000g.

* Call Stabled Pet - A pet of your choice busts out of its stable and joins you no matter where you are, replacing your current pet. Cannot be used in combat. Instant. 30 min cooldown. Requires Level 80.

Oh hells yes. We've been asking for this almost as long as we have extra stable slots, now we have both. You can now tailor the pet you're running based on the fight, sans travel time.

* Kill Shot no longer has a minimum range. It can now be used in melee range.

Good for PVE or PVP, removes a severe annoyance from the game, and allows you to put down those bosses execution style.

* Hunting Party (Tier 10) is now a 3 point talent, increasing agility by 1/2/3% and your Arcane Shot, Explosive Shot and Steady Shot critical strikes have a 33/66/100% chance to grant up to 10 party or raid members mana regeneration equal to 0.25% of the maximum mana per second. Lasts for 15 sec.

This is a nice change. The proc rate for replenishment was frequent enough that most hunters took only one or two points in Hunting Party anyway. The reduction in points, and additional agility make going 3/3 into this a no brainer.

The remainder of the Survival changes are in one way or another centered around trap dancing, and the Lock and Load mechanic.

* Frost Trap: If the target who triggers Frost Trap is immune to its effect, the Frost Trap area effect will no longer be triggered.

Translation? It's back to Immolation Trap for PVE trap dancing, since bosses are immune to Frost Trap's slowing effect, and thus won't trigger the trap. But Blizz made the change worth our while. Also, Trap Mastery moved.

*Trap Mastery moved from Tier 9 to Tier 2 and is now a 3 point talent. Increases the duration of Frost and Freezing trap by 10/20/30%, Periodic damage of Immolation and Explosive trap by 10/20/30%, and number of snakes summoned by Snake Trap by 30%. (Previously was just 1 point).

I plan to drop Hawk Eye, and spec 3/3 into trap mastery for those points.

*T.N.T. (Tier 4) now increases the damage done by your Explosive Shot, Explosive Trap and Immolation Trap by 2%.

Combine the 2% additional damage to Immolation Trap from this talent, with the 30% increase from Trap Mastery, and the Glyph of Immolation Trap? Your puny trap just became the hunter DoT from hell. Add to that the Explosive Shot buff, and this baby is all win.

* New Talent: Trap Launcher: When activated, your next Trap will be launched instantly at the enemy target. 1 minute cooldown.

This will allow you to apply your traps from range, and trap dance without ever entering melee.


*Sniper Training (Tier 9) has been changed to increase the critical strike chance of your Kill Shot ability by 5/10/15%, and while standing still for 6 sec., you gain Sniper Training increasing the damage done by your Steady Shot, Aimed Shot, Black Arrow and Explosive Shot by 2/4/6% Lasts 15 sec.


A nice reward for doing what we hunters like to anyway, holding very still.

*Lock and Load (Tier 4) now has a 33/66/100% chance to proc off Freezing Shot, Freezing Trap, and Frost Trap, and a 3/7/10% chance to proc off the periodic damage of Immolation Trap and Black Arrow.

Since those ice based traps don't work on bosses, you'll only be working that 100% chance to proc from traps in PVP. Serpent Sting no longer procs Lock n Load, it's only purpose will be to buff Steady Shot via the Glyph, and it will be less dire should you let it fall off for a second or two.

Also, I hear you now; 'Black Arrow, WTF is that?'. It's a dead spell that never made it from Beta to live.

*Black Arrow (Tier 9) - Fires a Black Arrow at the target, increasing all damage done by you to the target by 6% and dealing [ 10% of RAP + 785 ] Shadow damage over 15 sec. Costs 6% base mana. 5-35 yard range. Instant Cast. 30 sec cooldown.

One more DoT to add to our bag of tricks. Frankly I've never thought this talent was very in keeping with the hunter concept, I'd rather see them go back to Serpent Sting to mesh better in the rotation. But we'll see.

So, what do you think hunters? Are you feeling it?

I know I am.

This entry was posted on 2.24.2009 at 24.2.09 and is filed under , , . You can follow any responses to this entry through the comments feed .

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