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Found 39 results

  1. Xylon666Darkstar

    Pet confusion

    Has nothing to do with what you said about Screech, its not suddenly 'special' because you think you're the first ever to consider its use Maybe if you actually got into high end raiding, you'd have a better clue. Your name wasn't even mentioned. Please get over yourself. Screech has been used as an alternative for AP reduction vs making fury warrior specc imp. demo to counteract Curse of Recklessness warlock debuff AP gain for armor reduction(it stacks with sunder armor for more physical damage increase on boss) since forever on retail vanilla , and high end PServer raiding guilds. Particularly BWL raids, going forward.
  2. Roxanne Flowers

    Pet confusion

    Hey, just because I started saying that Screech Is Good for tanking assist doesn't mean that everyone needs to pile on the bandwagon... Furious Howl buffs a 15 yard PBAoE around the Wolf. Screech debuffs a melee range PBAoE around the Owl/Carrion/Bat. It's not a bug. King Bangalash is Unique. If you untrain Bangalash after you get him, you lose the Cobra Reflexes talent he comes with when tamed. It only speeds him up from a 2.00 to a 1.40 attack speed, which is hardly game breaking.
  3. Drakbak

    Pet confusion

    Broken Tooth's faster attack doesn't have a lot of meaning in a raid environment. It would benefit from the debuff proc'd from a tank using Gift of Arthas. In theory, it is better for BM hunters because it increases Frenzy uptime, but raiding as BM isn't a good idea. I suppose the other benefit would be the more frequent (albeit smaller) hits compared to other cats would allow it's dps to be more consistent. due to better averaging out of dodges, glancing blows, and the like. Fewer attacks that hit harder will be more subject to RNG swings. I think the speed is the big point behind the ZG bat, which makes it more beneficial in PvP rather than PvE. It can learn screech, which is more useful when you want a pet that can aoe tank, but any bat, owl, or carrion bird can learn it. I believe max rank is available outside of ZG. As far as I know, Cobra Reflexes is not a pet ability in vanilla. It was added in TBC as an ability you could teach your pet. It's possible the King Bangladesh npc has this ability, but if it's carrying forward to a tamed pet, then that is likely a bug that needs to be corrected. You can only learn the highest rank of the Lightning Breath from the Sons of Hakkar. Some people like to raid with wind serpents due to lightning breath being a good focus dump that bypasses armor, though you have to consider resistances.
  4. Xylon666Darkstar

    Pet confusion

    Broken Tooth and ZG bat, with their 1.0 attack speed makes them superior vs others of their type, due to the synergy with BM Flurry talent. More tacks in, more chances to crit, more flurry uptime which nets it a DPS increase vs slower speed attack pets of its type, making them both more valuable for PvE, although still not as valuable as Lupos(currently) with its shadow damage attack and DPS buff Howl utility. You only have stable space for 3 pets, so why top five? For third pet, I would use an Owl or Bat for Screech utility spam for pve raids (help reduce boss damage towards tank) which it can spam and keep up indefinitely long as it doesn't die. If it's warranted of course, considering the limited amount of debuffs allowed, until ZG patch increases to 16. Bats have a +6% damage modifier to their overall DPS, Owls have +7%. No +/- changes to armor or health. http://www.companioncodex.com/species-catalog/ 1. Lupos 2. Broken Tooth/ZG Bat 3. ZG Bat/Owl for Screech utility
  5. Roxanne Flowers

    Beast o' Melee Hunter (13/0/38)

    http://db.vanillagaming.org/?item=7717 I figure that's probably a network to servers latency issue, where the game client desyncs "just enough" to fail to show what has actually happened on the server in a timely fashion. I see the same sort of performance out of Starshards and Arcane Missiles relatively frequently, where the "timing" of when their damage appears to tick on my screen seems to have a relatively wide latitude with a decidedly inconsistent tempo. If (decade old) memory serves ... the design for Feign Death was that it has a 95% success rate against an even level Foe and that the talent should then push that up to the spell cap of a 99% success rate. http://db.vanillagaming.org/?spell=5384 http://wow.gamepedia.com/Feign_Death Looks like I was close but off by one Level. Point being that Improved Feign Death dramatically improves your chances of successfully dropping aggro/combat against anything up to +2 Levels above you, which is an important safety margin while leveling up to 60. Once you reach Level 60, the "range band" of PvE mobs you have to face becomes a LOT more predictable (and the whole gameplay environment changes with 40 man raiding, so there you go). I can certainly see why a 96% success rate would FEEL like it's 100% though, even if it actually isn't. Yes, it's all of those things, but I think of it in a slightly different way. I think of the size of my Health pool (remaining) in terms of "margin" before emergency measures are needed. So yeah, 10% more room for error is the approach I take to it, because, let's face it ... stuff happens (thanks RNGesus!). The other way to think of it is ... yeah ... you need to refill more Health in the bar than you otherwise would if you wind up tanking for longer, but if you get all the way down into that +10% Health offered by the talent, well ... the alternative if you didn't have it would be a corpse run, which rarely takes less time than simply sitting down (while still alive) and eating. And as far as armor value for tanking being more important, I certainly agree with you on the principle of that, hence my advocacy towards picking up a Pet with Screech, which can drive down the melee attack power of mobs that can hurt you, which in turn net benefits you in a way similar to adding extra armor. "It's all connected, man..." It probably is rather widely underappreciated, mainly because it lies at the "end" of a talent tree that remarkably few Players feel is worth investing themselves into fully enough to get there. And you're right, Wyvern Sting makes for a poor fit once you're in melee combat (since it's a ranged attack), but it makes for a useful opening salvo and there are some other "utility" options and trickery you can get up to with it which aren't immediately obvious at first glance. The thing is, in order to use Wyvern Sting most effectively, you need to KNOW not only your own class and capabilities, but also those of everyone else around you (including your Pet). This means that you need to have (as a Player) a superior sense of situational awareness, which isn't exactly something the (sadly) stereotypical "Huntard" has in abundance. A lot of players will default to something that can be easily termed "Lazy Mode" where you don't need to think several moves ahead (and even if you do, the path is well worn and written up in a guide somewhere). As a result, the benefits of Wyvern Sting will often go unreported/underappreciated/unrealized, since the best way to use it is to be CLEVER with it, and that isn't something that everyone wants to take the time (and effort) to LEARN how to do. But this feels like preaching to the choir at this point, so I'll stop on this thought. I think of Wyvern Sting as being another "arrow in the quiver" to give myself OPTIONS in terms of how I want to engage with a particular pack of hostile mobs. It helps break up the cookie-cutter-ism of HOW to engage and defeat a group of Foes by increasing the matrix of possible engagement methods, tactics and positions. It offers another means to Control The Flow Of Battle so as to Choose Your Ground WISELY rather than just rushing in foolishly and suffering the consequences. It can also be used in a 1-2 combo with a variety of Traps to engage groups of Foes on your own terms, rather than on theirs, and contributes to the "break 'em up into kindling" approach to solo tanking when outnumbered. So, long story short, I'm of the opinion that spending 1 talent point on Wyvern Sting is worth the investment. ^_~ Well ... I wouldn't be too sure that innovation is NEVER unwanted. There never seems to be a shortage of people who want to keep doing things the way they always have been simply because they've been doing it that way for a long time (so, tradition) and/or because it's "easier" (and therefore less work) or what have you. The simple fact of the matter is that a melee Hunter spec is woefully under-explored simply because a lot of people will take one look at it and think "I can't use this for raiding" and just dismiss everything (out of hand) on that basis, as if the 1-60 game doesn't "matter" one bit (probably because they try to zoom past it at maximum speed and thus attach minimal value to the content and experience gained during that time). But then again, I'm the sort of Player who will look at a niche spell like Starshards and try to build an entire spec around an efficient DPM spec for Priests using a spell that only Night Elves can use. Not "because it's there" per se, but because "nobody's explored this possibility yet" and there might be something hidden in the unique configuration of factors involved that hasn't been discovered yet. In that respect, I try to look at the game ... holistically ... and search for the seams and unrealized patterns of how disparate things can be brought together to generate as yet unrealized potential and possibilities. Or you could just say that I'm a "tryhard" and leave it at that ... Really. One at a time, without letting any one character get too far out in front of the others, meaning I don't have a "main" per se, but rather a "stable" of characters. As for dedication, it's more like Selfish-Sufficiency since it means that I can cover EVERY Profession, including all three Leatherworking specializations, both Gnomish and Goblin Engineering, as well as Armorsmithing and Weaponsmithing on down the line (although I'll have to pick one of the 3 Weaponsmithing specializations eventually). I've also got 2 Skinners, 1 Herbalist, 1 Alchemist, 1 Enchanter, 1 Miner and 3 Tailors, so I've got EVERYTHING covered as far as gathering and production is concerned. Everyone can craft their own gear for Bind on Pickup items. So that's 16 primary Professions spread across 8 characters. If I "need" something, I can just "assign" one of my characters to go procure it and "ship it" through the mail. I don't have to rely on the Auction House to acquire my materials (except for the absurdly low drop rate stuff). By keeping all 8 of my characters in essentially the same "band" of quests and locations, I can ensure I'm not "missing" out on any content, I can "learn" almost everything there is to know about various locations (and where the resources are to be found), and best of all I can LEARN each of the classes and "cross-polinate" that knowledge into understanding the strengths and weaknesses of each of the other classes I play AND know in detail what to expect from anyone I party up with (since I will have done it myself too). By rotating through all of my characters, who get logged out at Inns and in capital cities, I never run short of Rest XP, and by leveling them up in parallel I can ensure that I'm utilizing the most efficient balance of Supply & Demand for materials and production for and from my collective "conglomerate" of Professions without "outpacing" what I need or what I can produce. So the whole effort "load balances" rather nicely, although it doesn't advance too terribly quickly. And the basic notion of running all 3 campaigns in parallel? Faction rep. Already by Level 19-20, my characters are halfway through Honored with Darnassus and Stormwind while being one quarter of the way through Honored with Gnomeregan and Ironforge, meaning I can go anywhere and buy any service or vendor item for 10% off. Heck, just doing the starter areas (Teldrassil, Dun Morogh, Elwynn Forest) for each faction from start to finish will put you within striking distance of being Honored with the respective Faction, and they're not that difficult to do. A side effect of this effort is that it means I'm just about always fighting greens and greys and always needing to juggle which Quests to do that are either already grey or about to turn grey, and as a result I'm doing a fair bit of "circulating" between the different areas and the game just doesn't get boring. But Faction gain is something that's difficult to earn if you skipped over it early on ... so this time, I'm not skipping it ... and it's been kind of fun. One side effect benefit of being a "world traveler" like this is that it makes it a LOT easier for my Hunter to fulfill an ambition of learning ALL of the tamed Pet Skills in the entire world, from rank 1 on up, rather than just those that show up in the one campaign setting that I happen to play through. A decade ago, I just wanted to level up and because of that I missed a lot of stuff (didn't even HAVE a Gnome or a Dwarf and thus missed the entire Gnomeregan/Ironforge storyline entirely) and so this time I don't want to make the same mistake or suffer the same regret for skipping over that content. As I said in my Disclaimers, I'm playing to have FUN rather than racing as fast as possible from 1-60. The OTHER side effect of doing this is that I rarely, if ever, have cash flow problems. Once you get into the teen Levels and start earning silver for completing Quests, a lot of your cash flow issues dry up and blow away. I've got multiple character under 20 right now sitting 1g or more even as I advance their Professions, including Cooking and First Aid as quickly as I can with the resources that they all gather up, and my Rogue is my "moneybags" (of course) since she can Pickpocket and just rob everything blind with remarkably little effort and so typically has 3-4x the amount of cash on hand as anyone else I'm playing (and is therefore my "cash bank" for any large expenses, like respecs, that might come up). Which means, quite simply, I'm not exactly "starving" for resources like I would be if I was playing a single character and "rushing" them, and them alone, up to 60. Then again, I get the feeling that I'm a bit more patient than your average World of Warcraft player for whom instant gratification can't come fast enough. But then, I've always been something of an "odd duck" that way.
  6. Roxanne Flowers

    Beast o' Melee Hunter (13/0/38)

    Beast o' Melee Hunter (13/0/38) The myth. The legend. The (horribly misunderstood?) ... Beast o' Melee Hunter. Come at me bro' ... /beckon Disclaimers: I played World of Warcraft in the 2005-2007 time frame before moving on to other games, so I do have experience with playing all 8 Alliance classes to Level 50 or so a decade ago. I played on a PvE server then and I'm playing on Darrowshire now, since PvP does not interest me. This is not intended to be a bleeding edge DPS optimized raiding Hunter spec that will put everything else to shame. If anything, it is intended to be a viable melee Hunter spec to be played for FUN as a soloist and in 5 man groups in PvE content. I have been lurking these forums for weeks already, and am well aware of the "BM for leveling!" exhortations that have been made repeatedly for leveling builds, particularly for those who are interested in speeding through to 60. I am not interested in speed running to 60 and will be taking my time to enjoy the game, therefore I have no problem with "being slower" than alternative build strategies in terms of XP per hour. I'm here to have fun! The primary purpose of this build is to explore the possibility of a potential off-meta spec which I have not seen anyone show (enough) interest in (yet) to post an actual build for. This post is basically an answer to a question of mine ... which is that if you're going to play a melee Hunter, how should you go about supporting such a build choice? In what direction do the advantages and strategies lie? What counter-intuitive things do you need to know/unlearn in order to play "efficiently" with a deep Survival spec, as opposed to a deep Beast Master or deep Marksman spec? And what Pet should you be using (and why)? Warning: WALL OF TEXT CRITS YOU!!! Probably the first misconception that Players have about being a melee oriented Hunter is the most common ... that you're "doing it wrong" by not using your Pet to tank for you. That's mainly because the Conventional Wisdom™ has hardened around the notion that as a (solo) Hunter you're supposed to be using your Pet as an aggro magnet so that you can plink stuff from a distance using your ranged weapon ... and this is essentially true for both Beast Masters and Marksmen. The thing is, this isn't the ONLY way the combination of Hunter and Pet ought to be performing. The basic strategies for how to "use" your Pet essentially boil down to the following three options depending on which talent tree you invest heavily in: Beast Master: Pet tanks (at range), buff the Pet. Marksman: Pet tanks (at range), buff the Hunter. Survival: Hunter tanks (in melee!), Pet offers close support(!). As you can obviously see, even just that brief description of basic strategies shows how seriously the fundamentals of playing as a melee Hunter inverts the Conventional Wisdom™ of how you're "supposed" to play the class. For a lot of people, the entire notion of playing as a melee Hunter is so bass-ackwards as to result in an assumption of You're Doing It Wrong. So if we can get past the "Do not back up, severe tire damage." warning sign that has been posted in front of the entire IDEA of playing as a melee Hunter, what are the necessary building blocks that we need to be optimally aware of in order to make a melee Hunter "work" as well as such a build can? Well I'm glad you asked! There's a few factors that inter(re)act and synergize with each other that as a melee Hunter you're going to want to optimize for (in no especially particular order). Raptor Strike (6 second cooldown) Mongoose Bite (requires you to Dodge) (5 second cooldown) Counterattack (requires you to Parry) (5 second cooldown) Dodge Parry Critical Hit Chance Agility Pet Choice (you want Screech ... more on this after talents) The first is that in order to get the most out of your Survival talents for melee, you actually need to be IN melee, rather than the Easy Option of staying at range all the time. The main reason for this is the Raptor Strike and Mongoose Bite spells that you can use, both of which require melee weapons, but there's also Counterattack, which lies at tier 5 in the Survival tree. Raptor Strike has a cooldown on it, so you can't exactly spam it consecutively in combat. Mongoose Bite requires that you Dodge an incoming attack, which for all intents and purposes means you need to be holding aggro at melee range in order to make this option available to you. Counterattack requires that you Parry an incoming attack, which for all intents and purposes ALSO means you need to be holding aggro at melee range in order to make this option available to you. So the key point here is that if your Pet has aggro, you aren't going to be Dodging and Parrying incoming attacks and you'll be limited to using only Raptor Strike and Wing Clip (and Wing Clip does such pathetically minimal damage it's not even worth talking about if you've got Counterattack) and Auto Attack. If you're doing melee damage in support of your Pet, you've probably dropped at least half of your damage output potential, if not more, as a melee Hunter. Given that most people assume the Pet is supposed to be tanking for you, rather than you tanking for your Pet, it's not at all unsurprising that this dynamic would be somewhat poorly understood (let alone accepted). So to be a "good" Survival (melee) Hunter you need to be tanking in melee, rather than letting your Pet tank for you, and you want to maximize your Dodge and Parry chances in order to make Mongoose Bite and Counterattack available to you as often as possible ... and the reason for that can be found in tier 2 of Survival in the Savage Strikes talent. That's because Savage Strikes gives you +10% critical hit chance per talent point (max 2). This means that for a mere 2 talent points you can make your Raptor Strike and Mongoose Bite spells virtual crit monster melee attacks ... and that's before even adding in Killer Instinct in tier 5 (more critical hit chance) and Lightning Reflexes in tier 6 (+3% Agility per talent point) of the Survival tree which combine to make your melee critical hits absolutely DEVASTATING and FREQUENT. But the key is that you have to have (and hold) aggro on yourself in order to make this work. If you don't have aggro, you lose Mongoose Bite which is your heavy hitter. Think of it as being comparable to using Aimed Shot in melee range if it helps, with a major critical hit chance bonus, and a fast cooldown, and it's an Instant cast. Yeah ... kinda like that, only more satisfying. So taking those factors into consideration, here's how I would invest my talent points when angling for a melee Hunter build. Level 60 Beast o' Melee Hunter (13/0/38) http://db.vanillagaming.org/?talent#cVVhZZIxbiRGut Beast Mastery (13 points) Endurance Training - Rank 5/5 Increases the Health of your pets by 15%. Improved Aspect of the Monkey - Rank 5/5 Increases the Dodge bonus of your Aspect of the Monkey by 5%. Thick Hide - Rank 3/3 Increases the Armor rating of your pets by 30%. Marksmanship (0 points) None Survival (38 points) Monster Slaying - Rank 3/3 Increases all damage caused against Beasts, Giants and Dragonkin targets by 3% and increases critical damage caused against Beasts, Giants and Dragonkin targets by an additional 3%. Humanoid Slaying - Rank 3/3 Increases all damage caused against Humanoid targets by 3% and increases critical damage caused against Humanoid targets by an additional 3%. Deflection - Rank 5/5 Increases your Parry chance by 5%. Savage Strikes - Rank 2/2 Increases the critical strike chance of Raptor Strike and Mongoose Bite by 20%. Clever Traps - Rank 2/2 Increases the duration of Freezing and Frost trap effects by 30% and the damage of Immolation and Explosive trap effects by 30%. Survivalist - Rank 5/5 Increases total health by 10%. Deterrence - Rank 1/1 When activated, increases your Dodge and Parry chance by 25% for 10 sec. 5 minute cooldown. Trap Mastery - Rank 2/2 Decreases the chance enemies will resist trap effects by 10%. Surefooted - Rank 3/3 Increases hit chance by 3% and increases the chance movement impairing effects will be resisted by an additional 15%. Improved Feign Death - Rank 2/2 Reduces the chance your Feign Death ability will be resisted by 4%. Killer Instinct - Rank 3/3 Increases your critical strike chance with all attacks by 3%. Counterattack - Rank 1/1 A strike that becomes active after parrying an opponent's attack. This attack deals 40 damage and immobilizes the target for 5 sec. Counterattack cannot be blocked, dodged, or parried. Lightning Reflexes - Rank 5/5 Increases your Agility by 15%. Wyvern Sting - Rank 1/1 A stinging shot that puts the target to sleep for 12 sec. Any damage will cancel the effect. When the target wakes up, the Sting causes 0 Nature damage over 12 sec. Only usable out of combat. Only one Sting per Hunter can be active on the target at a time. Here's how this all comes together. Raptor Strike, Mongoose Bite and Counterattack, plus (melee) Auto Attack of course, combine to serve as your bread 'n' butter for inflicting maximum melee damage. Savage Strikes and Killer Instinct combine to enhance your critical hit chance by +23%(!) before including Agility, which is enhanced +15% by Lightning Reflexes, and that's even before including any mods on your gear, to your Raptor Strike and Mongoose Bite. Needles to say, this makes you want to use Raptor Strike (6 second cooldown) and Mongoose Bite (5 second cooldown) as often as you possibly can! Surefooted offers 3% hit chance and 15% resistance to movement impairing effects. Monster Slaying and Humanoid Slaying combine to give you +3% damage to Beasts, Dragonkin, Giants and Humanoids as well as an additional +3% critical hit damage. Deflection adds +5% Parry, which allows you to use Counterattack more often. Counterattack (5 second cooldown) is what you use instead of Wing Clip because you want to prevent runners rather than open up range to resume kiting. Counterattack also hits just as hard as Mongoose Bite, although it doesn't benefit from the increased critical hit chance that Savage Strikes offers Mongoose Bite. Improved Aspect of the Monkey adds another +5% Dodge, on top of the base +8% Dodge, yielding a +13% chance to Dodge (and Night Elves get another +1% Dodge as a racial bonus) which then creates the necessary opportunities to use Mongoose Bite. Long story short, you're going to be using Aspect of the Monkey (with or without talent boosting) while you're in melee to help you Dodge tank so as to respond with Mongoose Bite which then has a very high chance of scoring a critical hit. Deterrence at tier 3 in Survival is required for Counterattack, but it makes for a decent "Uh oh..." response (5 minute cooldown though) to pulling too much aggro, since it adds 25% chance to Dodge AND Parry for 10 seconds, which can let you tank for a short time against too many adds while also maximizing your burst damage potential from use of Mongoose Bite and Counterattack. Even before adding in your gear and attribute modifiers, if you've got Deflection and Improved Aspect of the Monkey running, that's 25+8+5=38% chance to Dodge bonus (39% if Night Elf!) and 25+5=30% chance to Parry bonus for a combined total of 68-69% chance to NOT TAKE DAMAGE from melee for 10 seconds ... before you add in modifiers from gear and Defense and your attributes. That's 10 seconds of "U Can't Touch This" against anything making to hit checks for melee attacks. So for those 10 seconds you are a Dodge/Parry tank. Use this as soon as you get 3 mobs beating on you so you can kill the first one (with Mongoose Bite and Counterattack and Raptor Strike) before the Deterrence buff expires (or shortly thereafter), at which point you only have 2 mobs trying to hurt you instead of 3 and can manage. Clever Traps increases the duration of your cold based Traps (to 13/19.5/26 seconds for Freezing and 39 seconds for Frost) and increases the damage of your fire based Traps (Immolation and Explosive) by 30% each. Trap Mastery reduces the chance that your Traps will be Resisted by 10%, making them relatively "reliable" when used. Improved Feign Death needs no additional explanation beyond making Feign Death less often Resisted and thus more reliable (because when you use it, you WANT it to work!). Wyvern Sting gives you an opportunity to "stagger" incoming aggro by temporarily neutralizing a member of a mob group so as to let you melee tank more in a serial fashion, rather than in parallel, which is a lot less risky since you'll have (more) time to react and make decisions when taking on individuals staggered over time rather than all at once. Finally, since the whole point of this build is for your Hunter to be tanking rather than your Pet, Survivalist at tier 3 in Survival seems to be a prudent choice since it increases your total health by an extra +10%. However, if you want to "pirate" any talent points for other priorities, I would rank Survivalist as the prime choice to "harvest" from to pay for something else, such as Unleashed Fury in the Beast Mastery tree if that's your preference. For this reason, I'd actually advocate leaving investment in Survivalist "for last" at Levels 56-60 if everything else in this build is working for you just fine. Over in Beast Mastery, I've selected Endurance Training to get past tier 1 and Thick Hide as well as Improved Aspect of the Monkey as already alluded to in tier 2. The reason why I stop here rather than going deeper into the Beast Mastery tree is because most of the talents involved in going deeper into the tree increase Pet damage output, which can present a Threat balance challenge for a melee Hunter with no access to a Taunt of any kind. Furthermore, increasing your Pet's Stamina and Armor through Pet Training can become expensive in a hurry, crowding out other opportunities for investment, such as attack skills (more on that in a moment) as well as Resistances, which can't be obtained through Beast Mastery tree talents. So Endurance Training and Thick Hide represent the most "efficient" places to bolster your Pet's defensive protection(s) and enhancing their survival in a way that won't interfere with your desire to hold aggro yourself. And that's the reasoning and rationale behind the selection of Hunter talents ... which then brings us to the OTHER HALF of the melee Hunter build ... your choice of Pet! When I played as a "CQB Hunter" a decade ago in a Survival build similar to this one, I billed myself as a Close Quarters Battle specialist, meaning I had no problem bringing the full power of my potential to bear in tight interior twisty passage spaces because I fought in melee. I remember a number of pickup groups being surprised at meeting a Hunter who wasn't Marksman specced and therefore largely useless when fighting indoors in tight spaces, such as the ruins of Stromgarde Keep with its short twisting passages and tight staircases with lousy lines of sight that limited range. At that time, I was using a Ghost Saber as my Pet (for Prowl) and it was pretty decent, if not exactly optimal for a melee Hunter. Naturally, I didn't know what I was doing back then, but I was able to make it work. This time around, I decided to "do my homework" and not just reach for the Ghost Saber again on the off chance there might be something better. So the first stop was the ancient archive of Petopia ... Looking through the Big List of Pet Skills, what I was really after (besides damage, obviously) was either a buff or a debuff that can affect/benefit my Hunter, as opposed to something that just benefits my Pet. As far as I can tell, there's only 1 buff and only 1 debuff Pet Skill ... Furious Howl is the buff (that almost everyone knows about) and Screech is the debuff (which apparently hardly anyone has ever heard of ... ba-dump ching). So as I'm sure plenty of people already know, Furious Howl will add extra damage to the next physical attack of every party member within 15 yards every 10 seconds. At rank 1, this is essentially a +1 DPS boost when averaged out, and at rank 4 it's a +5 DPS boost when averaged out, per recipient of the buff. That might be good if you're buffing 40 people (or better yet, 40 Hunters/Warlocks and their Pets!), but when you're soloing with your Pet that isn't exactly anything to write a guide about. Picking a Pet for +2 to +10 DPS from a Pet Skill (because you and your Pet should be benefiting, so +2 to +10 DPS instead of +1 to +5 DPS) is a little ... meh ... and it isn't exactly going to help you a great deal with tanking mobs yourself all that much. For this reason, Furious Howl qualifies as better than nothing for a (soloing) melee Hunter build, but not by a great deal. By way of contrast, Bite does about +1 DPS when averaged out too at rank 1, but adds +9 DPS on average at rank 8 and is therefore roughly comparable to Furious Howl in terms of DPS for a lot less Focus cost (35 vs 60 Focus) and similar cooldowns (10 seconds each). The other option is, as I've already mentioned, Screech ... and this one is ... interesting. Screech does +2 DPS at rank 1 and +9 DPS at rank 4 when averaging things out, so it's broadly comparable to Furious Howl and Bite in terms of damage production, but it also applies a debuff. Although the damage done is to a single target, the debuff effect applies to every enemy within melee range (of the Pet) ... and this is the key point. Screech will debuff the melee attack power of all enemies in melee range by -25 melee attack power per rank (so by -25 at rank 1 and -100 at rank 4). Think of it as being akin to a Druid's Demoralizing Roar or a Warrior's Demoralizing Shout, with an area of effect of melee range (so small radius), but which can be chain cast every 4 seconds(!) for "perma" uptime and which doesn't need Rage to cast. Yeah ... like THAT. THIS is your tank support debuff. Screech makes it possible for you to take a lot less damage while tanking yourself in melee range, with your Pet supporting you. Broadly speaking, this is almost like having your Pet cast a Curse of Weakness on anything you're fighting, so long as your Pet fights right beside you ... and the less damage you take, the longer you can tank. Needless to say, this is where a combination of Screech and the Survivalist talent in tier 3 Survival synergize together to put you more in control of the melee situations you actually want to put yourself into. No other Pet Skill offers the ... synergy ... that Screech does for a melee Hunter. Every other skill your Pet can get and have is either oriented around defeating a target faster by doing (more) damage to it, or is oriented around protecting the Pet more, or is an "alpha strike" one use sort of surprise attack with a movement component (Charge, Dash, Dive, Prowl) to be used as an opener. Screech however costs very little Focus (20), has a 4 second duration on the debuff, and when assigned to auto attack your Pet will only use Screech again when the debuff expires, not before. In practice, this means that your Pet will automatically use Screech every 4 seconds (or so) and not "stack" the debuff foolishly. The skill doesn't have a cooldown, but if the debuff is already on your Pet's target, it won't Screech again until the debuff expires, meaning that your Pet isn't "wasting" Focus on Screech and that the skill is NOT a Focus dump akin to Claw. This has some rather interesting implications. For one, it means that if Screech is the only active skill you give your Pet, it'll Screech and drop from 100 Focus to 80 Focus ... and then 2 seconds later be back up to a full 100 Focus. My experience thus far is that Pets on Darrowshire seem to be regaining Focus at a rate that is faster than Rogues, which is to say at 24 per tick every 1 second (tested using a Wind Serpent's Lightning Breath). This means that you can give your Pet other Focus using skills and not worry about Screech draining Focus down to nothing all by itself. So ... if Screech is so "good" at supporting a melee Hunter build style, which Pets can Screech? Bat (Offensive) HP: Medium (+0%) • Armor: Low (+0%) • DPS: High (+7%) Learns: Bite, Cower, Dive, Growl, Screech Diet: Fruit, Fungus Carrion Bird (General) HP: Medium (+0%) • Armor: Medium (+5%) • DPS: Medium (+0%) Learns: Bite, Claw, Cower, Dive, Growl, Screech Diet: Fish, Meat Owl (Offensive) HP: Medium (+0%) • Armor: Low (+0%) • DPS: High (+7%) Learns: Claw, Cower, Dive, Growl, Screech Diet: Meat Bats are easy to acquire for the Horde in Tirisfal Glades, but their Diet may be annoying to supply over the long haul since they will only eat Fruit and Fungus. I would recommend that anyone in the Alliance not even bother considering taking a Bat as a Pet before planning to go to either Shadowfang Keep or Razorfen Kraul since every Bat before then is to be found in Tirisfal Glades with extremely low Levels. Carrion Birds are easy to acquire for the Horde in Mulgore and for the Alliance to acquire in Westfall, and their Diet will be the easiest to supply since you only need to go Fishing or feed them Meat, either of which are readily available. Owls are easy for Night Elves to acquire, difficult for Dwarves to acquire (the Wetlands run to Menethil Harbor), and are definitely "hard mode" Achievement: UNLOCKED! for Horde to acquire prior to Level 48 when anyone can get one in Felwood since before then ALL of the Owls are on top of Teldrassil (and the Horde are NOT WELCOMED there) and getting through Darnassus can be a chore for them (enjoy the corpse runs). Owls have the most restricted Diet of all the Screech Pets since they will only eat Meat. Bats and Owls do additional damage with their melee auto attacks, while Carrion Birds have better native armor. All three have access to Cower, Dive, Growl and Screech (of course), but Bats and Carrion Birds can use Bite while by contrast Carrion Birds and Owls can use Claw. However, given that as a melee Hunter you'll be wanting to keep aggro on yourself rather than letting your Pet "steal" aggro from you, I'd recommend AGAINST investing in Growl for your Pet in a melee Hunter build strategy. Once you've selected your Screech Pet that you're going to want to use comes the bad news. Screech rank 1 only appears on Greater Fleshrippers (16-17) in Westfall, which might be hard for some Horde Hunters to get to without a corpse run (or few/several) ... and Screech rank 2 doesn't show up until you meet the Salt Flat Vultures (32-34) at the southern end of Thousand Needles. After that comes the decision of what (if any) other Pet Skills do you want to train into your Pet that use Focus aside from Screech? Well ... I'm going to suggest the ultimate heresy here. You should also train your Pet to Cower. Wait ... WHAT?!? Cower??! NOBODY uses Cower! EVER! Well ... yes ... but hear me out. The reason why "nobody" uses Cower is because it doesn't do anything useful for Hunters who want to play at range, shooting, while their Pet tanks for them at a distance. Remember what I said earlier about the basic strategies for the three talent trees? Beast Master: Pet tanks (at range), buff the Pet. Marksman: Pet tanks (at range), buff the Hunter. Survival: Hunter tanks (in melee!), Pet offers close support(!). As a melee Hunter, you want your Pet to SHED aggro ONTO YOU so that you can maximize your Dodge/Parry procs to use Mongoose Bite for magnificent critical hits and Counterattack to prevent escapes (oh and use of Raptor Strike when it's not on cooldown). Now if you're wanting your Pet to HOLD aggro, you obviously want it to have Growl, but if you're wanting your Pet to PASS aggro to you, you're going to want it to have Cower so as to ensure that you, as the Hunter, have aggro (and keep it) and not your Pet. The net effect of this is that when mobs transfer aggro from your Pet to you they'll often (not always, but often) come running in your direction to melee you ... with your Pet following them the whole way. This then creates a circumstance in which your Pet will have a decided preference of fighting BESIDE you, rather than off in the distance, which then means that your Pet will be debuffing the melee attack power of most (if not all) of the mobs you'll be in melee with, and they'll use Screech every time the debuff expires (so every 4 seconds). This then promotes a behavioral dynamic in which mobs will tend to fight you in melee and your Pet will "want" to stay at your side where their Screech debuff is doing the most to promote your personal survival while you melee. Which sounds about as bass-ackwards as you can imagine ... except that it works ... brilliantly. Speaking from personal experience on Darrowshire, this works even better than I had hoped when using an Owl and with my Hunter only being Level 17. The damage reduction/avoidance produced by Screech, particularly when pulling "too much aggro" is one of those things where you have to be on the receiving end of it in order to believe it. It really is comparable to a Demoralizing Roar/Shout level of debuffing, and the margin of error/action that it affords is decidedly non-negligible. It transforms my Hunter from a "mediocre" damage magnet wearing Leather Armor into a "decent" damage soaker (albeit one without a Taunt or threat multiplier), while at the same time supercharging my offensive potential. It does require completely inverting the Conventional Wisdom to achieve, but it works (in PvE). Now, one thing that I have been able to confirm is that the combination of Screech and Cower is not sufficient to drain Focus from your Pet faster than they can recover it. Putting both Screech and Cower on auto attack, my Owl keeps getting back up to 100 Focus without any trouble, to the point where I'm seriously considering whether or not to add Claw into the mix, even though Claw is a Focus dump skill that your Pet will spam as often as possible when it is set on auto attack since Claw has no cooldown. I would anticipate that a combination of Bite (35 Focus, 10 second cooldown), Cower (15 Focus, 5 second cooldown), Dive (20 Focus, 15 second duration) and Screech (20 Focus, 4 second duration) should have no problem getting back up to 100 Focus, even in sustained combat. Conversely, I would expect a combination of Claw (25 Focus, no cooldown), Cower (15 Focus, 5 second cooldown), Dive (20 Focus, 15 second duration) and Screech (20 Focus, 4 second duration) to "crater" Focus down to zero and have Cower and Screech become beholden to the rate of Focus recovery (24 per tick every 1 second, base) which could result in possible "intermittent" perma-chaincasting of the Screech debuff due to Focus starvation thanks to Claw. This would also cause your Pet to inflict some additional melee damage "fast enough" to potentially make holding aggro yourself dependent upon your Pet using Cower to shed aggro in your direction. At this time, I have not explored the dynamics of where throwing Claw into the mix will alter the balance, behaviorally speaking, so I can't yet confirm that this would be a particularly wise choice. Caveat emptor. So once you've selected your (Screech) Pet and decided on your Hunter talents, it's time to decide where you're going to to spend your Pet's talent points on Skills. Now as a solo Hunter leveling towards 60, I'm thinking that picking up Resistances (all of them) so as to have a good "all rounder" Pet who can support me in melee regardless of what I'm fighting would be the wisest course of action while soloing my way to 60. Your mileage may vary, of course. In that respect, Resistances cost 15 talent points for rank 2 with 60 Resistance, or 45 talent points for rank 3 with 90 Resistance. With only 300 talent points to spend at Level 60, paying 45 points for 5 resistances winds up being pretty steep (225 out of 300 points). That leaves just 75 points for everything else. Naturally all of this changes when dealing with raiding at Level 60, where you really only need to protect against a single Resistance type that you can predict with ease. So if going with 3 out of 4 available Focus Skills while keeping Screech and Cower and wanting to maximize (all) Resistances, you could do something like this: Pet Level: 60 Pet Loyalty: 6 Points Available: 300 Cower - rank 6 (18pts) Dive - rank 3 (25pts) Screech - rank 4 (25pts) Great Stamina - rank 1 (5pts) Natural Armor - rank 1 (1pts) Arcane Resist - rank 3 (45pts) Fire Resist - rank 3 (45pts) Frost Resist - rank 3 (45pts) Nature Resist - rank 3 (45pts) Shadow Resist - rank 3 (45pts) Total spent: 299 Points Left: 1 If Dive 3 isn't something you want, you can easily substitute either Bite 8 or Claw 8 for the same 25 talent points. Note that this configuration leaves one Focus skill slot open just in case you want to get Growl (which costs zero talent points to train). If you want to go with 4 out of the 4 available Focus Skills and not include Growl, you might want to do something like this instead: Pet Level: 60 Pet Loyalty: 6 Points Available: 300 Bite - rank 8 (25pts) Cower - rank 6 (18pts) Dive - rank 3 (25pts) Screech - rank 4 (25pts) Great Stamina - rank 6 (75pts) Natural Armor - rank 6 (50pts) Arcane Resist - rank 2 (15pts) Fire Resist - rank 2 (15pts) Frost Resist - rank 2 (15pts) Nature Resist - rank 2 (15pts) Shadow Resist - rank 2 (15pts) Total spent: 293 Points Left: 7 Again, Bite 8, Claw 8 and Dive 3 are all effectively swappable for each other since they each cost 25 points. Of the two, my personal preference is for Cower/Dive/Screech for Focus Skills with all five Resists at rank 3 for 90 Resist (since Resists can't be increased by Hunter talents) and dispensing with the Bite and/or Claw option. A side effect of this personal preference is that it makes the difference between choices of Bat, Carrion Bird and Owl essentially one of aesthetics (how "pretty" the Pet avatar is) and choice of Diet. As far as attack speeds go ... the Level 60 Bloodseeker Bat in Zul'Gurub DOES have a 1.00 attack speed, just like Broken Tooth, in case anyone wants to inflict lots of interrupt/pushback on spellcasters with their Pet while playing as a melee Hunter (wait, what?). There's also a Level 52 (rare!) Spiteflayer Carrion Bird in the Blasted Lands with a 1.20 attack speed for those who would prefer this class of Pet. All of the other Bats, Carrion Birds and Owls all have a 2.00 attack speed. So that's the overall "story" of how I'm answering the question of ... if you want to play a melee Hunter, how would you build for it? As you can see, there's a lot of moving parts and pieces to it, but it all functionally comes down to the following synergies: Survival: Hunter tanks (in melee!), Pet offers close support(!). Raptor Strike (6 second cooldown) Mongoose Bite (requires you to Dodge) (5 second cooldown) Counterattack (requires you to Parry) (5 second cooldown) Dodge Parry Critical Hit Chance Agility Pet Choice (you want Screech and Cower to assist your melee tanking) The only remaining choice you'll need to make is ... melee weapon(s). Some people suggest using the biggest and slowest 2h melee weapons so as to maximize critical hit damage from Raptor Strike and Mongoose Bite. But the truth is that Raptor Strike, Mongoose Bite and Counterattack all merely ADD damage rather than multiply it. This means that the damage increase (before critical) will be exactly the same for a fast Dagger as a slow 2h weapon with any of these attacks. In that respect, a melee Hunter build is somewhat "weapon type/speed" agnostic in terms of what you "should" be using, but as always, if all you're really interested in is seeing BIG NUMBERS, go ahead and equip a big slow 2h weapon if that's your preference, since the crits you get with it will be AMAZING. There are times when playing as a melee Hunter will feel like this and when it happens it's totally worth it ... but you have to BELIEVE that you'll succeed with it before you can be satisfied with the build and engagement strategy. And that's it. The myth. The legend. The (horribly misunderstood?) ... Beast o' Melee Hunter. Come at me bro' ... /beckon
  7. Slicy

    Fix the CC-Immune Bat pet

    What did you mean by "immune to CC" ? Can't see the issue on bug tracker. But I have seen and how it is exploited by a certain retarded troll hunter with that you-know-which bat able to screech (and therefore deal dmg) while actually being under hard CC (I've tried Blind, Fear, Sleep, and it still was able to screech) in order to prevent flag caps in AB. All he did was just anchor a base and put his mongoloid bat at the flag. Same manual usage of screech while pet is under CC for several times.
  8. Roxanne Flowers

    Taming owl as horde

    http://web.archive.org/web/20070222054107/http://petopia.brashendeavors.net/html/families/family_owl.shtml Owls can Screech. The only other pets that can use Screech are: http://web.archive.org/web/20070222054502/http://petopia.brashendeavors.net/html/families/family_carrion.shtml http://web.archive.org/web/20070222054159/http://petopia.brashendeavors.net/html/families/family_bat.shtml Given the appearance of the respective beasts, the Owl is the best looking appearance, but the most restrictive diet. Other than that, there's the "status" symbol of being a low level Horde who has gotten to the top of Teldrassil, which is a grueling corpse run for a lowbie Hunter, and "stolen" an Owl from the Night Elves. The pet itself doesn't have any particularly exotic skills or potential, so it's not another Lupos or Broken Tooth or King Bangalash.
  9. Roxanne Flowers

    Leveling - Pet choice?

    My Night Elf Hunter just reached Level 17 and so it's time to go Tame some other Beasts to get some more Skills. I have been using an Owl since Level 10 however, and it was kinda "ho hum" from 10-15 with nothing really special about it, other than the fact that its diet is exclusively Meat (which is surprisingly hard to come by for a new Hunter on Teldrassil since it's basically Kaldorei Surprise or nothing up there). However, once I reached Level 16 and could go out to Westfall and pick up Screech from a Greater Fleshripper (by having it Screech at Rabbits and Deer and Sheep in Elwynn Forest) ... well, let's just say that my Owl has just turned up the Awesome. I never played with an Owl or Screech a decade ago, since I was using Ghost Kitty from Mathystra back then (they go "invisible" when Prowling), so the whole "screaming bird" routine is new for me this time around. But the debuff of Attack Power this skill offers makes an Owl not only a PBAoE aggro magnet, but it also helps both you AND your Owl tank mobs and adds. Screech is pretty much the only Pet attack debuff available, and it costs 20 Focus and has a 4 second debuff duration. Although the skill doesn't list a cooldown before it can be reused, in practice I'm discovering that when on autocast my Owl won't use Screech again until the duration of the previous debuff has expired. This has an important implication in that if Screech is the only Focus using skill your Pet has, their Focus will never drop below 80, simply because without talent points they'll recover that 20 Focus in 4 seconds ... which exactly matches how fast a Pet will reuse Screech. This means that there's no "overstacking" of Screech getting cast more often than the debuff will expire. All that said, Owls are really only "easy" get for Night Elves. Dwarves will have to make the "long hike" to Menethil and then take the boat to Auberdine, assuming that hopping through a Portal to Darnassus isn't in the offing. For the Horde it's even worse, since you have to get through Darnassus in order to get out into the "wilds" of Teldrassil where the Owls can be found. Short of that, it's waiting for Winterspring (basically) before Owls show up again after Teldrassil. At any rate, I am highly impressed by Screech, which can be used by Owls, Carrion Birds and Bats. Being able to do "Claw" comparable damage every 4 seconds AND having a PBAoE Attack Power debuff thrown into the bargain? WANT!
  10. Roxanne Flowers

    Claw and Bite

    Ah, here's the disconnect of perspective. I'm thinking in terms of "all rounder" use for the 1-60 level process (mainly because I'm new to the server and have a long road ahead of me), which means that aside from dungeons I'm looking at primarily a solo experience against a wide variety of opposition, meaning that a Ready For Anything™ approach is my way to go. You're thinking in terms of 40 man raids at 60, which is a VERY different environment ... hence why we call the two leveling and raid specs. In a raid environment, you can "tailor" your Pet's talents to meet the specific demands of that particular raid and the management challenges (and opportunities) it presents. When you're fighting PvE for XP, that opportunity to "tailor" your Pet's talents to very specific things diminishes. Both approaches have their merits, but one doesn't translate all that well into the other, since the two environments have markedly different demands. With respect to Focus regeneration, my understanding has always been that it is 20 Energy per 2 seconds for Rogues (base) and that it is 5 Focus per second for Hunter Pets (base). Bestial Discipline will increase that by 10% per talent point, which if my understanding is correct would mean either 5.5 or 6 Focus per second regeneration for either 1 or 2 talent points spent. So it's definitely faster, but I don't see how it would be "faster enough" to go from 24 Focus to 30 Focus to 36 Focus in 2 seconds (as an ideal scenario) without having Claw trigger on auto at 30 Focus because Claw has no cooldown and dropping Focus from 30 to 5 before ticking back up to 11 instead of 36. The only plausible scenario in which you can have a Pet go from 24 to 36 Focus in 2 seconds without using Claw on auto in that interval would be if there was some sort of Global Cooldown preventing use of Claw during that interval so as to make Bite take precedence (somehow). Needless to say, I'm finding that notion difficult to support when looking at sustained auto attacks where Focus is being used just about as fast as it can be recovered. Trales, the big advantage of having Bestial Discipline is that it allows recovery of 30 Focus per 5 seconds instead of 30 Focus per 6 seconds, meaning your Pet can make Focus consuming attacks "more often" in a sustained combat, resulting in a higher DPS from your Pet (and thus more Threat generation). Cruzix, I'm spelling all of this out not because I assume that YOU don't know this (because I'm actually sure you do) ... but because there are very likely to be others lurking these forums and this thread who might not know this already. If you already know the answer, you don't need to see the work that goes into finding the answer ... but if you don't know the answer already, it can be confusing to backtrack to figure out what thought process produced the answer in the first place. For me, this is a "show your work" kind of thing so that everyone can learn from it, not just those of us participating in the conversation. For example ... I'd like to know the thinking behind your value judgements on why Pets don't need much in the way of Resistances (60 or 90 is plenty). I'd also like to know why you eschew the Armor talent entirely and instead prefer pure Stamina. This is less a question of right/wrong but more wanting to understand the relative "value" you place on each of the options, and why. So far, my experience has been that "a little of everything" will tend to go farther when dealing with a widely variable matrix of opposition, which is what you tend to encounter while leveling ... while a more "tailored" approach like you're advocating for winds up being a better fit when the range of things to face narrows down predictably in places like raids. I say this because it's pretty obvious looking at the Returns On Investment for talent points that the farther you go on any single thing the less return you get for it per talent point spent (yay Diminishing Returns). WARNING: Thread Derailment Imminent That's why I'm honestly considering doing something as bizarro as this for the Owl I'm keeping for my Melee Survival Hunter (yes, you read that right): Pet Level: 60 Pet Loyalty: 6 Points Available: 300 Cower - rank 6 (18pts) Causes no damage but lowers Threat. 15 Focus, 5 yd range, Instant, 5 sec cooldown Dive - rank 3 (25pts) Increases movement speed by 80% for 15 seconds. 20 Focus Growl - rank 7 (0pts) Taunt the target. 15 Focus, 5 yd range, Instant, 5 sec cooldown Screech - rank 4 (25pts) Blasts a single enemy for 26 to 46 damage and lowers the melee attack power of all enemies in melee range by 100. 20 Focus, 5 yd range, Instant Great Stamina - rank 6 (75pts) Increases Stamina by 17. Natural Armor - rank 7 (75pts) Increases Armor by 550. Arcane Resist - rank 2 (15pts) Increases Resistance by 60. Fire Resist - rank 2 (15pts) Increases Resistance by 60. Frost Resist - rank 2 (15pts) Increases Resistance by 60. Nature Resist - rank 2 (15pts) Increases Resistance by 60. Shadow Resist - rank 2 (15pts) Increases Resistance by 60. Total spent: 293 Points Left: 7 And I'm sure that right about now you're having a WHISKEY TANGO FOXTROT moment on seeing that I'm actually planning on using Cower, because ... NOBODY uses Cower! But hear me out. Once again, I'm planning on playing an off-meta spec from 10-60 ... in this case, a Hunter with Pet predisposed to melee rather than to range. The basic formulation of the Beast Master spec is that the Pet tanks ... buff the Pet. The basic formulation of the Marksman spec is that the Pet tanks ... buff the Hunter. The basic formulation of the Melee Survival spec is ... that the HUNTER tanks, while the Pet offers Close Support ... which is a very different basic premise. If you can keep that aggro on yourself, rather than on your Pet, then things like Raptor Strike and Mongoose Bite (and the Savage Strikes talent in tier 2 Survival) as well as the Counterattack talent at Tier 5 in Survival can start having some considerable effect ... and that's not even including Traps and the rest getting buffed up. But since that strategy only works in melee, and if you yourself are acting as an aggro magnet, in order to play as a Melee Hunter you need your Pet to "support" you without grabbing the aggro and playing tank for you. Out of all of the Pet Skills available, almost everything that your Pet can bring is either Damage or a Buff ... and there are very few Debuffs. Bite, Claw, Lightning Breath, Poison Spit, Scorpid Poison, and Thunderstomp are all basically damage Skills. Charge is an immobilize and next Pet attack buff to Attack Power. Furious Howl is a PBAoE Physical Damage buff to 1 attack. Cower and Growl are Threat modification Skills. Dash and Dive are Movement buff Skills. Shell Shield is a Pet Armor buff. And then there's Screech ... which is just about the only Debuff (other than a DoT) you can get from a Pet. It costs less Focus than Claw, does almost as much damage per use as Claw, but it reduces the Attack Power of all enemies in melee range of your Pet ... and it can be used every 4 seconds at 5 Focus per second recovery ... and the Debuff lasts for 4 seconds. This makes Screech the only Debuff that can aid a Hunter when facing multiple opponents simultaneously in melee range, and it can be chain cast on auto. Now to my mind, if you're planning on playing a Melee Survival Hunter, you want to have your Pet fighting right beside you in Close Support of what you're doing with your melee weapons using Raptor Strike and Mongoose Bite and Counterattack, which also happens to be the perfect positioning for Screech to cover you and reduce the incoming damage you're taking while tanking for your Pet (rather than the other way around). You then have Cower available, but not on auto attack by default, so as to create a dynamic in which your Pet is able to shed aggro gained via Screech to you. The net effect then becomes one in which your Hunter can fight groups of mobs sequentially rather than in parallel, with your Pet holding the aggro of whatever you aren't fighting in melee yet while debuffing everything in melee range. That way, you split the incoming damage between yourself and your Pet, yielding a higher overall survival rate for the two of You against the "many" of the PvE Them. If it helps any, think of it as being Tandem Tanking, with your Pet as both Off Tank and Debuffer while your Hunter acts as the Main Tank and DPSer at melee range. Needless to say, I don't think I've heard of ANYBODY else contemplating any sort of build strategy like this. I know that there have been the odd forays into trying to make a Melee Survival spec work from time to time, but I'm not aware of anyone going to this length to incorporate the choice of Pet AND Pet Skills into the mix to try and make a Melee Survival Hunter build "viable" for a leveling spec. Needless to say, I'm still working to nail down the details for this one (and my Hunter is only Level 16, so I've got a ways to go yet), but I'm fascinated by the possibilities to be had in a "Come At Me, Bro" style of Melee Hunter that would seem to break a lot of the rules of the Conventional Wisdom that has been handed down to us. If people want to hear more about the notion, I'll consider making a separate thread for it so the idea can be more fully explored away from this discussion of the merits of Bite and/or Claw.
  11. Fisher

    Scumbag Hunter

    On the contrary. There's no legal repercussions for being "dishonorable." You won't get arrested; you won't get banned from the server; you'll still get invites to groups. The one and only reason you have to be "honorable" is it makes you feel warm and fuzzy inside. Well, sorry, but I care more about getting rare pets, quest mob tags, and leveling fast than I care about some hunter's feelings. The reason you shouldn't do the honorable thing is because it's entirely at your detriment. If I'm not mistaken, the bats can't learn Claw, which would do more DPS than Screech. Bats are also lower DPS pets in the first place. I actually forgot about Frenzy. That is another reason to have a faster attack speed on your pet. I wouldn't agree it's totally worthless in end-game content, but I would suggest getting a different pet for raiding/group content. Lupos is really good. I don't know what LBRS worg you mean. Do you know its name?
  12. Wardust

    I Made a Website for Hunter Pets You Might Find Useful

    Very nice job! Been looking for a Petopia type of deal for vanilla, awesome! On the pet skills you should put a link on the abilities that lead to db.vanillagaming.org for the spell description OR just put a brief description next to the spells in brackets(though I'd assume that's a lot more work than e.g. ctrl+F 'Screech' -> Replace All with http://db.vanillagaming.org/?spell=24582). Also a suggestion: In the Bestiary, give each family it's own table instead of having them all in one table and have links at the top that jump to the title of each table. e.g. I want to find wolves, just have to click the link at the top to get to wolves instead of scrolling all the way down! =D
  13. Meldorain

    Best Hunter Pet on Nost PvP Server! For PvE and PvP!

    Ohh the choices.. I get it! I'd hate to tell you how to go about doing stuff, so I'll try to give you some insights and options instead. 1) Do you play on a PvP realm? If yes: Wait till lvl60. Both horde and alliance hunters will want to camp for these beasts, make sure you're the last man standing, when it comes to taming. 2) You'll need instance runs to gear your hunter - No point in asking for best pet if you're not going to farm best pre-raid items anyway - Level your pets there. Make sure to tell the party beforehand, and also micromanage your pet to stay a fair bit behind the party not to aggro mobs. 3) Don't discard Owls. Although not considered "Best", it's a worthwhile contender. The Screech ability is a AOE debuff to Attackpower. It helps tanks survive in dungeons. When grinding, it helps build aggro on more mobs. In PvP it is more versatile then Broken Tooth, which is primarily aimed at interrupting casters. It can give you an edge against other hunters running with Broken Tooth. It's flapping wings can be an annoyance for players mouse-targeting, in PvP this is "Working as intended!! ;)", but some tanks might complain if they haven't key mapped next/previous target. On the topic of other pets, the Boars charge can also be a viable option in PvP, depending on your playstyle. 4) Serpents can push out quite a bit of staple DPS with out managing it's pacement. However it only increases the Hunters DPS, where Lupos AOE buffs Attackpower (mainly Warriors and Rogues). So in a caster heavy 5man run, you might want to bring a Serpent. And in raiding, if other Hunters has sorted the Lupus buff, you can easily go Serpent. But most raiding hunters, have Lupus either by their side or stabled. 5) With time, these rares will be less camped. This server has had a lot of exposure and a lot of people are busy leveling at the moment, this chaos will die out eventually. Sure these pets are exotic, but not a requirement. If you ask my personal opinion, I'd say get comfortable playing your hunter at 60. Tame and level Lupus while Gearing up. Decide on a PvP pet that fits your PvP style. Hope this helped a bit, good luck.
  14. Blackwing

    Макросы

    1. Buffs 2. Ranged 3. Melee/Survival 4. Pets 5. Miscellaneous Items marked with a (Z) require Zorlen's Hunter Functions Для работоспособности макросов с пометкой (Z) требуется скинуть в папку interface/addons содержимое архива zorlen_hunter.zip (прикреплен) 1. Buffs Switching between Hawk and Monkey aspects Option 1 /script if(UnitBuff("player",1)==nil)then CastSpellByName("Aspect of the Hawk")elseif(string.find(UnitBuff("player",1), "Raven"))then CastSpellByName("Aspect of the Monkey")elseif(UnitBuff("player",1))then CastSpellByName("Aspect of the Hawk");end Option 2 /run h=0 for i=1,16 do b=UnitBuff("player",i) if not b then break elseif string.find(b,"Raven") then h=1 break end end if h==1 then CastSpellByName("Aspect of the Monkey") else CastSpellByName("Aspect of the Hawk") end Switching between Monkey and Cheetah aspects Option 1 Tip: No buffs can be active before you use this, or you must cancel any you have, as it looks at Slot 1 in your buff list for the string "Mon". If it's not there, it won't swap to Cheetah. /script if (string.find(UnitBuff("player", 1), "Mon")) then CastSpellByName("Aspect of the Cheetah"); else CastSpellByName("Aspect of the Monkey");end/cast Aspect of the Monkey (Z) Option 2 /script if (not castMonkey()) then castCheetah();end (Z) Option 3 /script if (isMonkActive("Player")) then CastSpellByName("Aspect of the Cheetah"); else CastSpellByName("Aspect of the Monkey");end Switching between Hawk and Cheetah aspects Option 1 Tip: No buffs can be active before you use this, or you must cancel any you have, as it looks at Slot 1 in your buff list for the string "Raven" (instead of Hawk for whatever reason). If it's not there, it won't swap to Cheetah. /script if (string.find(UnitBuff("player", 1), "Raven")) then CastSpellByName("Aspect of the Cheetah"); else CastSpellByName("Aspect of the Hawk");end/cast Aspect of the Hawk (Z) Option 2 /script if (not castHawk()) then castCheetah();end (Z) Option 3 /script if (isHawkActive("Player")) then CastSpellByName("Aspect of the Cheetah"); else CastSpellByName("Aspect of the Hawk"); end (Z) Option 4 Tip: Add your critical Ranged Attack Skills into Action Bar 1 /script if (Zorlen_canAttack()) then CastSpellByName("Auto Shot");if (not castHawk()) then castCheetah(); CURRENT_ACTIONBAR_PAGE=1; ChangeActionBarPage();end end Aspects & Mounting Option 1 Tip: Casts Aspect of the Monkey before or after you mount/dismount. B = Bag from right-to-left, 0-thru-4, backpack being 0. S = Slot. You must have some sort of buff active in the first slot (it does not need to be an aspect) or this macro will return an error. /script if (not string.find(UnitBuff("player", 1), "Mon")) then CastSpellByName("Aspect of the Monkey");end/script CURRENT_ACTIONBAR_PAGE = 2;/script ChangeActionBarPage();/script UseContainerItem(B,S) Option 2 /script if (not string.find(UnitBuff("player", 1), "Raven")) then CastSpellByName("Aspect of the Hawk");end/script CURRENT_ACTIONBAR_PAGE = 2;/script ChangeActionBarPage();/script UseContainerItem(B,S) 2. Ranged Sniper Shot - Only Applies to Night Elves Option 1 Tip: Shadowmeld only works if you're not in combat. So the (not PlayerFrame.inCombat) checks to see it and then only casts Shadowmeld. If you are already in combat, you can still press the macro again to launch Multi-Shot or Concussive Shot. It makes it much more efficient to use in or out of combat. /script if (not PlayerFrame.inCombat) then CastSpellByName("Shadowmeld(Racial)");end/cast Multi-Shot Option 2 /script if (not PlayerFrame.inCombat) then CastSpellByName("Shadowmeld(Racial)");end/cast Concussive Shot Option 3 /script if (not PlayerFrame.inCombat) then CastSpellByName("Shadowmeld(Racial)");end/script PetPassiveMode(); PetAttack()/cast Multi-Shot/script CastSpellByName("Hunter's Mark"); (Z) Option 4 /script if (canTrap()) then CastSpellByName("Shadowmeld(Racial)");if (isMeld()) then CastSpellByName("Hunter's Mark");PetPassiveMode();PetAttack();end;end/cast Aimed Shot Concussive & Serpent Option 1 /cast Concussive Shot/cast Serpent Sting Option 2 Tip: This will not attempt to fire a Concussive Shot if the target was already Wing Clipped by you. Other snares, however, will still screw this macro up and you won't be able to fire. If you don't like that, swap the order of the lines. /script if (not isClipped("target")) then CastSpellByName("Concussive Shot"); end/cast Serpent Sting Concussive Shot & Arcane Shot Option 1 /cast Concussive Shot/cast Arcane Shot (Z) Option 2 Tip: Replace 12 (the cooldown of Concussive Shot) with whatever your actual Concussive Shot cooldown is (if it is modified by gear). /script if (GetActionCooldown(i)<12) and ((not isClipped()) or (not isConned())) then CastSpellByName("Concussive Shot") else castArcane();end Multi Shot & Arcane Shot Tip: With this macro, you can't jump shot Arcane unless you are on Multi Shot cooldown. If jump shots are more important to you, swap the order. The reason Multi Shot is first because the macro button will show the cooldown of the first spell in the list. /cast Multi-Shot/cast Arcane Shot Arcane Shot w/Ammo Switch Tip: An arrow saver macro, with the first line picking up the inexpensive arrows and the last line picking up the DPS ones. Replace the numbers with where said arrows are, bags going right to left, with the first bag counting as 0, and slots within the bag going from left to right. Make sure it's targetting the last stack of arrows it will grab, else it will use them until that stack is gone and leave the rest alone. /script UseContainerItem (1,1)/cast Arcane Shot/script UseContainerItem (1,13) Pulling Option 1 /script CastSpellByName("Arcane Shot(Rank 1)"); SpellStopCasting(); (Z) Option 2 /script castMark();PetAttack();/script if (not castSerpent()) then castArcane();end Option 3 Tip: This macro casts the highest rank Arcane Shot. However, if pulling, simply hold down CTRL while using the macro. It will then cast the lowest rank Arcane Shot and announce the pull to the raid/party. /script if IsControlKeyDown() then if (GetNumRaidMembers()>0) then chan="RAID" else chan="PARTY" end CastSpellByName("Arcane Shot(Rank 1)") SendChatMessage("--- Incoming: "..UnitName("target").." ---",chan) else CastSpellByName("Arcane Shot(Rank 8)") end Viper & Serpent Tip: If the target has mana, it hits it with Viper and if not, it hits it with Serpent. Option 1 /script if UnitPowerType("target")==0 then CastSpellByName("Viper Sting") else CastSpellByName("Serpent Sting"); end (Z) Option 2 /script if (UnitPowerType('target') == 0) then castViper() else castSerpent() ;end Viper & Scorpid Tip: If the target has mana, it hits it with Viper and if not, it hits it with Scorpid. Option 1 /script if UnitPowerType('target')>0 then CastSpellByName("Scorpid Sting"); else CastSpellByName("Viper Sting"); end Option 2 /script if UnitPowerType("target")==0 then CastSpellByName("Viper Sting") else CastSpellByName("Scorpid Sting"); end (Z) Scorpid & Arcane /script if (not castScorpid()) then castArcane();end Auto Shot & Aspect of the Hawk Tip: Starts Auto Shot and checks to see if Aspect of the Hawk is up. If it is, it will NOT cast Aspect of the Hawk. /cast Auto Shot/script if (not string.find(UnitBuff("player", 1), "Raven")) then CastSpellByName("Aspect of the Hawk()");end Aimed Shot Tip: Use this to replace Aimed Shot (or any insta-shot). This way it will check before combat if you have Hawk up already. You can use this for any insta arrow or even switch it around for Raptor Strike & Monkey. If the correct aspect wasn't up on the first press of this macro, it will be up when you press it a second time. You can't use this for every special shot because then you won't be able to see when you are out of range (the # goes red when you are out of range). So pick the most frequently used "primary" attacks. Usually Aimed Shot or Concussive are the choice first strikes. This macro works best when you use it only for one or the other (either Aimed shot or Arcane Shot) because the timer is the same for both of those shots so you can tell when one or the other is ready even if one of them is replaced with a macro key. It doesn't work so well for Raptor Strike/Monkey because then you can't easily tell if Raptor Strike is ready again after the first use. /script if (not string.find(UnitBuff("player", 1), "Raven")) then CastSpellByName("Aspect of the Hawk()"); else CastSpellByName("Aimed Shot()");end Scatter Shot Option 1 Tip: PetWait is used instead of PetFollow, so the pet is near the opponent when they regains their senses, not running heave-ho slobbering like nuts back at you. /cast Scatter Shot/script PetWait()/script PetPassiveMode() Option 2 /script if UnitIsUnit("target","pettarget") then PetFollow(); end; CastSpellByName("Scatter Shot"); Action Bar Switch (Ranged) Tip: Replace 3 with the # of your ranged action bar. /cast Auto Shot/script if (string.find(UnitBuff("player", 1), "Raven")) then CastSpellByName ("Auto Shot"); else CastSpellByName ("Aspect of the Hawk") end;/script CURRENT_ACTIONBAR_PAGE=3;/script ChangeActionBarPage(); Action Bar Switch (range dependant) Option 1 Tip: Switches you current action bar page if the target is anywhere from 8-35 yards. XX = slot in which you have Auto Shot, YY = slot you have Scare Beast. While X(1)= Range Page and X(2)= Melee Page. /script if (IsActionInRange(XX)) == 1 then CastSpellByName("Auto Shot"); CastSpellByName("Aspect of the Hawk"); PetAttack(); CURRENT_ACTIONBAR_PAGE = X; ChangeActionBarPage(); elseif (IsActionInRange(YY)) == 1 then AttackTarget(); PetAttack(); end Option 2 Tip: Switches you current action bar page if the target is within 0-8 yards. XX = slot in which you have Auto Shot, YY = slot you have Scare Beast. While X(1)= Range Page and X(2)= Melee Page. /script if (IsActionInRange(XX)) == 1 then CastSpellByName("Auto Shot"); CastSpellByName("Aspect of the Hawk"); PetAttack(); elseif (IsActionInRange(YY)) == 1 then AttackTarget(); PetAttack(); CURRENT_ACTIONBAR_PAGE = X; ChangeActionBarPage(); end Assist Player Option 1 Tip: Change Player Name to the name of the player you want to assist (MT or whoever you choose). /assist Player Name/script PetAttack()/cast Auto Shot/cast Hunter's Mark() Option 2 Tip: Finds the party member with the lowest health, assists them (selects the enemy they currently have selected), casts Hunter's Mark on that enemy, and sends pet to attack. /script P=1;T='player';function F(a)h=UnitHealth(a);p=h/UnitHealthMax(a);if h>0 and P>p then P=p;T=a;end end F(T);for i=1,4 do p='party'..i;if p then F(p);end end TargetUnit(T) /assist/cast Hunter's Mark()/script PetAttack() Option 3 /assist Player Name/cast Scorpid Sting Option 4 /assist Player Name/script PetAttack();/script if (CheckInteractDistance("target",1)) then CastSpellByName ("Attack") else CastSpellByName ("Auto Shot") end; Attack Last Target Tip: Mainly for when you lose your target due to Fear, Polly, Feign Death, or other such effects. /script TargetLastEnemy()/script PetAttack()/cast Auto Shot/cast Hunter's Mark() Aggro Spam Tip: Used when you're trying to keep NPCs off the non-tanks (priests, mages, etc). /cast Concussive Shot/cast Distracting Shot 3. Melee/Survival Feign Death/Freeze Trap Variants Tip: These macros are meant to be spam-hit to work. When Freezing Trap is placed first, when you're not in combat, you can still use this macro. Just spam/mash this macro a few times to Feign Death if you're in combat. Option 1 /cast Freezing Trap/script PetWait(); PetPassiveMode();/cast Feign Death Option 2 / cast Freezing Trap/script PetFollow(); PetPassiveMode();/cast Feign Death Option 3 /script PetFollow()/script PetPassiveMode()/cast Feign Death/cast Freezing Trap Option 4 /cast Feign Death/script PetFollow(); PetPassiveMode();/cast Freezing Trap Option 5 /script if UnitAffectingCombat("player") then CastSpellByName("Feign Death"); PetFollow(); PetPassiveMode();else CastSpellByName("Freezing Trap");end Option 6 /script PetFollow(); PetPassiveMode();/cast Scatter Shot/cast Feign Death/cast Freezing Trap/cast Aspect of the Cheetah (Z) Option 7 /script if canTrap() then castFreezingTrap() else castFreezingTrapWithPetPassive() end; --CastSpellByName("Freezing Trap") (Z) Frost Trap /script if (canTrap()) then CastSpellByName("Frost Trap") else CastSpellByName("Feign Death")end if (not canTrap()) then PetPassiveMode()end (Z) Explosive Trap /script if (canTrap()) then CastSpellByName("Explosive Trap") else CastSpellByName("Feign Death")end if (not canTrap()) then PetPassiveMode()end (Z) Immolation Trap /script if (canTrap()) then CastSpellByName("Immolation Trap") else CastSpellByName("Feign Death")end if (not canTrap()) then PetPassiveMode()end Melee Spam Tip: Casts "Aspect of the Monkey" if you're not buffed, and each hit of the macro launches you through Raptor Strike, Mongoose Bite and Wing Clip where applies. If you want to have your pet attacking with you, add /script PetAttack(); as the last line. Option 1 /script if (not string.find(UnitBuff("player", 1), "Mon")) then CastSpellByName("Aspect of the Monkey");end/script if (not PlayerFrame.inCombat) then CastSpellByName("Attack"); end/cast Raptor Strike/cast Mongoose Bite/cast Wing Clip Option 2 /cast Raptor Strike/cast Mongoose Bite/cast Wing Clip Option 3 /cast Raptor Strike()/cast Wing Clip() Option 4 Tip: Replace the numbers 9/10 with the appropriate action bar ID numbers. /script if (IsUsableAction(9)) then CastSpellByName("Counterattack"); end/script if (IsUsableAction(10)) then CastSpellByName("Mongoose Bite"); end/script CastSpellByName("Raptor Strike"); CastSpellByName("Wing Clip"); (Z) Option 5 Tip: Replace "Mongoose Bite" with "CounterAttack" if you have it. Replace i with the slot number of where this macro is placed in your action bar. /script castMonkey();if (GetActionCooldown(i)<6) then CastSpellByName("Raptor Strike");else if (not isClipped()) then CastSpellByName("Wing Clip");CastSpellByName("Mongoose Bite");end end (Z) Option 6 /script if (GetActionCooldown(i)<6) then CastSpellByName("Raptor Strike"); else CastSpellByName("Wing Clip"); end/cast Counterattack/script if (not isClipped("target")) then CastSpellByName("Wing Clip"); end (Z) Option 7 /script if ((not isConned()) or (not isClipped())) then CastSpellByName("Wing Clip")if (GetActionCooldown(i)<6) then CastSpellByName("Raptor Strike") else CastSpellByName("Wing Clip");CastSpellByName("Mongoose Bite");end end (Z) Option 8 /script castMonkey();if (GetActionCooldown(9)<6) then CastSpellByName("Raptor Strike");else if (not isClipped()) then CastSpellByName("Wing Clip");end end/script castMong();/script PetAttack(); (Z) Option 9 /script if (GetActionCooldown(i)<6) then CastSpellByName("Raptor Strike");else if (not isClipped()) then CastSpellByName("Wing Clip");end ;end /cast Deterrence/cast Mongoose Bite Option 10(Orcs only) /cast Raptor Strike()/cast Wing Clip()/cast Blood Fury(Racial) Combat Tip: This replaces melee attack button, use this instead of the default button to begin autoswinging with melee weapon. Checks to see if Aspect of the Monkey is already up, and if it is it won't cast it. So if Hawk or Pack/Cheetah is up, you'll cast Aspect of the Monkey and begin attacking with your melee weapon. Also if you are already in combat with melee weapons, this macro will NOT drop you out of combat. /script if (not string.find(UnitBuff("player", 1), "Mon")) then CastSpellByName("Aspect of the Monkey");end/script if (not PlayerFrame.inCombat) then CastSpellByName("Attack");end Aspect of the Monkey & Deterrence Option 1 /script if (not string.find(UnitBuff("player", 1), "Mon")) then CastSpellByName("Aspect of the Monkey");CastSpellByName("Deterrence");end (Z) Option 2 /script castMonkey();CastSpellByName("Deterrence");end Action Bar Switch (Melee) Option 1 Tip: The # is where you put in the page number where the skills you want to use are. /cast Aspect of the Monkey();/script CURRENT_ACTIONBAR_PAGE = #;/script ChangeActionBarPage(); Option 2 /cast Raptor Strike/script if (string.find(UnitBuff("player", 1), "Monkey")) then CastSpellByName ("Attack"); else CastSpellByName ("Aspect of the Monkey") end;/script CURRENT_ACTIONBAR_PAGE=#;/script ChangeActionBarPage(); Disengage Option 1 Tip: Disengages from combat, sets pet to passive so you can run away, and switches to your melee Action Bar (so substitute X for whichever bar that would be). /cast Disengage/script backOff()/script CURRENT_ACTIONBAR_PAGE=X;/script ChangeActionBarPage() Option 2 /script if (not PlayerFrame.inCombat) then CastSpellByName("Attack") else CastSpellByName("Disengage"); end (Z) Wing Clip /script if (not isClipped() and not isConned()) then castClip() end Couterattack Tip: Will cast Couterattack if available, and if not Wing Clip. /cast Counterattack/cast Wing Clip Mongoose Bite/Raptor Strike Tip: Will cast Mongoose Bite if available, and if not Raptor Strike. /cast Mongoose Bite/cast Raptor Strike 4. Pets Uber Pet Attack Option 1 Tip: Hit the macro on a Friendly Target, it will send your Pet to assist Friendly Target. Hit the macro on a Hostile Target, it will sic your Pet on that Hostile Target. Hit the macro again, it'll recall your Pet. This works irregardless of your Pet's Mode (Aggressive/Defensive/Passive). /script if UnitExists("target") then if UnitIsFriend("player","target") then AssistUnit("target");PetAttack();else if UnitExists("pettarget") and UnitIsUnit("target", "pettarget") then PetFollow();else PetAttack();end;end;else PetFollow();end; Option 2 /script if UnitExists("target") then if UnitExists("pettarget") and UnitIsUnit("target", "pettarget") then PetFollow();else PetAttack();end;else PetFollow();end; Hunter's Mark -> Pet Attack -> Shoot Option 1 /script CastSpellByName("Hunter's Mark");PetAttack();CastSpellByName("Auto Shot"); Option 2 The actions correspond to your pet bar, going from left to right (so for example, prowl, then dash). /cast Hunter's Mark/script CastPetAction (6)/script CastPetAction (7)/script PetAttack()/cast Auto Shot Option 3 /cast Hunter's Mark/script PetAttack()/cast Auto Shot Option 4 Tip: Tells pet to attack target and if in ranged attack distance, it will cast viper or serpent, depending on whether or not the target has mana. If in melee range, it will cast Wing Clip. /script PetAttack();/script if (UnitPowerType('target') == 0) then CastSpellByName("Viper Sting") else CastSpellByName("Serpent Sting") ;end/cast Wing Clip Option 5 /script local u=0,b,z;z=''; repeat b=GetPlayerBuffTexture(u);if(b==nil)then break end; z=z..b; u=u+1;until u==15;if(string.find(z,'Raven'))then CastSpellByName ("Hunter's Mark");PetAttack();else CastSpellByName ("Aspect of the Hawk");end (Z) Option 6 /script castMark();PetAttack();CastSpellByName("Auto Shot"); (Z) Option 7 Tip: Replace "?" and "%" with the respective shot's slot number on the bar, and change 12 to whatever your actual cooldown of Concussive Shot is (if it is modified by gear). /script PetAttack()/script if(not isMarked()) then castMark();end/script if(GetActionCooldown(?)<12) or (not isClipped("target") or isConned("target")) then CastSpellByName("Concussive Shot");end/script if (GetActionCooldown(%)<6) then castArcane(); end Cast Pet Action and Attack Option 1 Tip: Replace "Aimed Shot" with "Arcane Shot" if you don't have "Aimed Shot". Replace "InsertDesirePetSpellHere" with Prowl, Screech, Furious Howl, Lightning Breath or Scorpid Poison (depending on your pet/situation). /script CastSpellByName("InsertDesiredPetSpellHere");CastSpellByName("Aimed Shot"); Option 2 (With Shadowmeld) /script CastSpellByName("InsertDesiredPetSpellHere");if (not PlayerFrame.inCombat) then CastSpellByName("Shadowmeld(Racial)");end Dungeon Marking Tip: Use this to either Mark your target and keep your pet with you (when in a dungeon or mob-heavy area) or to bring your pet back to you. /cast Hunter's Mark()/script PetFollow() Assist Pet Option 1 Tip: Replace X with the name of your pet. /target X/assist/cast Auto Shot Option 2 /script TargetUnit ("pet");/assist/cast Auto Shot Option 3 Tip: This cause you to attack whatever your pet is attacking with a ranged weapon, unless you're in melee range where it will simply attack. /script TargetUnit ("pet");/assist/script if (CheckInteractDistance("target",1)) then CastSpellByName("Attack") else CastSpellByName ("Auto Shot") end; Revive/Mend Pet Tip: If your pet is dead, Revive Pet. Otherwise, if it's alive, Mend Pet. /script if not UnitExists("pet") then CastSpellByName("Revive Pet"); else if UnitIsDead("pet") then CastSpellByName("Revive Pet");else CastSpellByName("Mend Pet");end;end Call/Dismiss Pet Option 1 Tip: If your pet is out, Dismiss pet otherwise Call Pet./script if PetCanBeAbandoned() then CastSpellByName("Dismiss Pet") else CastSpellByName("Call Pet");end Option 2 /script if(HasPetUI()) then CastSpellByName("Dismiss Pet") else CastSpellByName("Call Pet");end Option 3 /script if UnitExists("pet") then CastSpellByName("Dismiss Pet") else CastSpellByName("Call Pet");end Option 4 /cast Dismiss Pet/cast Call Pet Feed Pet Tip: It checks if you're in combat or not. Then it looks for the item in Slot Y in Bag No. X and feeds your pet the food. If there's nothing there, the bag will open prompting for attention. Replace X = Your Bag slot, starting with "0", reads from Right to Left. Replace Y = Your Item Slot in your bag, starting with "1", reads from Left to Right, top to bottom row. Option 1 /script if (not PlayerFrame.inCombat) then if (not GetContainerItemLink(X,Y)) then OpenBag(X); else CastSpellByName("Feed Pet"); PickupContainerItem(X,Y); end end Option 2 /cast Feed Pet/script PickupContainerItem (X,Y); Option 3 Tip: This only requires you replace "Roasted Quail" with the exact name of the food that you are feeding your pet. /script for b=0,4 do for s=1,GetContainerNumSlots( do if (string.find(GetContainerItemLink(b,s) or " ", "Roasted Quail")) then PickupContainerItem(b,s) DropItemOnUnit("pet") b=4 break end end end Recall Pet /script PetPassiveMode()/script PetFollow() Toggle Pet Abilities Tip: Toggles the abilities in the pet bar to Auto Cast or not. The "X" and "Y" correspond to positions on the pet bar. Set your "X" and "Y" to have one Auto Cast and the other not, then this will swap them. /script TogglePetAutocast(X)/script TogglePetAutocast(Y) Beastial Wrath (Cats only) Tip: Leave Dash on autocast and make sure to leave leave Prowl off, so that your pet doesn't remain stealthed and slow all the time. /cast Bestial Wrath();/cast Prowl();/script PetAttack(); Furious Howl (Wolves/Worgs only) Option 1 Tip: A macro for Furious Howl with Multi-Shot, since they are both on a 10 second cooldown. /cast Furious Howl/cast Multi-Shot Option 2 /script if ( UnitCreatureFamily("pet") == "Wolf" ) then CastSpellByName("Furious Howl");end/cast Multi-Shot Option 3 Tip: Replace 7 with the position of Furious Howl on the pet bar (going from left to right). /cast Multi-Shot/script if UnitCreatureFamily("pet") ~= "Wolf" or UnitIsDead("pet") then return; end; local _,dur,_ = GetPetActionCooldown(7); if dur == 0 and UnitMana("pet") >= 60 then CastSpellByName("Furious Howl"); end; Hide (Night Elves/Cats only) Option 1 /cast Shadowmeld(Racial)/cast Prowl(); Option 2 /script SpellStopTargeting();/script PetFollow();/cast Prowl();/script CastSpellByName("Shadowmeld"); 5. Miscellaneous Ultimate, Everything Super /pity/golfclap Eye of Naraxxis Tip: Hit as soon as you see "The living are here!" in Stratholme. /target Eye/cast Arcane Shot Pulling Announcement /script smsg="<< Incoming >> << %t >>"; if (GetNumRaidMembers() > 0) then SendChatMessage(smsg,"RAID") elseif (GetNumPartyMembers() > 0) then SendChatMessage(smsg,"PARTY") end Anti-Rogue Option 1 Tip: Hear the stealth noise? Run away and click this macro. It will target the rogue, mark him, and send your pet at him. You're running, he's slow in stealth mode, just jump shot at your leisure. /script TargetNearestEnemy();/cast Hunter's Mark/script PetAttack(); (Z) Option 2 /script TargetNearestEnemy(); if UnitIsPlayer("target") then if (UnitClass("target") == "Rogue") then if (isMarked()) then CastSpellByName("Wing Clip") else castMark(); end; end; end Battleground Preperation Tip: Ensures you're ready to do PVP battle. This will call your pet, turn on the aspect of your choice (Hawk or Monkey) and turn on humanoid tracking. Option 1 (Hawk) /run CN=CastSpellByName;if not(HasPetUI()) then CN("Call Pet") end/run h=0 for i=1,16 do b=UnitBuff("player",i) if not b then break elseif string.find(b,"Raven") then h=1 break end end if h==1 then CN("Track Humanoids") else CN("Aspect of the Hawk") end Option 2 (Monkey) /run CN=CastSpellByName;if not(HasPetUI()) then CN("Call Pet") end/run h=0 for i=1,16 do b=UnitBuff("player",i) if not b then break elseif string.find(b,"Mon") then h=1 break end end if h==1 then CN("Track Humanoids") else CN("Aspect of the Monkey") end First Aid Option 1 Tip: This is one click, self First Aid that will not cause you to lose your target that you are currently engaged with. /script UseContainerItem(X,Y); SpellTargetUnit("player"); Option 2 Tip: Bandages a friendly target or yourself, then retargets last/nearest. Change the slot you keep bandaids in for this. /script p="player";t="target";if not(UnitIsFriend(p,t)) then TargetUnit(p); end if UnitPlayerControlled(t) then UseContainerItem(3,14);end TargetLastEnemy(); if UnitIsDead(t) then TargetNearestEnemy();end Option 3 Tip: Replace 3 and 1 with your bag and slot numbers respectively. /script TargetUnit("player"); UseContainerItem(3,1);TargetLastEnemy(); Tracking Option 1 (Cycles Track Demons -> Elementals -> Dragonkin) /script x=GetTrackingTexture();y="InterfaceIcons";a="Demons";if x==y.."Spell_Shadow_SummonFelHunter" then a="Elementals";else if x==y.."Spell_Frost_SummonWaterElemental" then a="Dragonkin";end;end CastSpellByName("Track "..a) Option 2 (Cycles Track Humanoids -> Beasts -> Undead) /script x= GetTrackingTexture();y= "InterfaceIcons";a="Humanoids";if x==y.."Spell_Holy_PrayerOfHealing" then a="Beasts";else if x==y.."Ability_Tracking" then a="Undead";end;end CastSpellByName("Track "..a) Option 3 (Cycles Track Humanoids -> Beasts -> Hidden) /script x= GetTrackingTexture();y= "InterfaceIcons";a="Humanoids";if x==y.."Spell_Holy_PrayerOfHealing" then a="Beasts";else if x==y.."Ability_Tracking" then a="Hidden";end;end CastSpellByName("Track "..a) Option 4 (Cycles Track Hidden -> Undead -> Giants) /script x=GetTrackingTexture();y="InterfaceIcons";a="Hidden";if x==y.."Ability_Stealth" then a="Undead";else if x==y.."Spell_Shadow_DarkSummoning" then a="Giants";end;end CastSpellByName("Track "..a) Seek and Destroy Tip: This macro takes a little bit of explaination. Ever been in a situation where you're looking for a specific spawn (or player) but don't have the will to make a new /target macro every single time? With the first press of this macro, it will 'activate' the script. Then, in your General chat window, type /find (playername/NPC). If you're out of range, you'll receive the message 'Unknown unit'. Since Blizzard's targetting system allows you to target pretty much any creature that is in the MOB Clip plane it works as an effective form of radar/searching - so continue to press the macro until whatever you're looking for pops up on target. It will then Hunter's Mark your target. /script if(not SlashCmdList["FIND"]) then SlashCmdList["FIND"] = function(msg) ftarget=msg; end; SLASH_FIND1 = "/find"; DEFAULT_CHAT_FRAME:AddMessage("Find Macro Enabled!",0,0,.5); end; if(ftarget) then TargetByName(ftarget);end/cast Hunter's Mark Untraceable (Night Elves only) Tip: Activates both Aspect of the Beast & Shadowmeld. /script local u=0,b,z;z=''; repeat b=GetPlayerBuffTexture(u);if(b==nil)then break end; z=z..b; u=u+1;until u==15;if(string.find(z,'PinkTiger'))then CastSpellByName ("Shadowmeld");else CastSpellByName ("Aspect of the Beast");end Devilsaur Eye Option 1 Tip: The Devilsaur Eye trinket needs to be in the first trinket slot (this macro can be used with other trinkets as well, so long as the trinket is in the first slot.) /script UseInventoryItem(13)/cast Rapid Fire Option 2 (Wolves/Worgs only) /script UseInventoryItem(13); if (GetActionCooldown(13)<300) then CastSpellByName("Rapid Fire");end CastSpellByName("Aimed Shot"); CastSpellByName("Furious Howl") Kiting in Blackwing Lair Option 1 /script AssistUnit("target"); if (UnitClass("target") == "Hunter") then TargetLastEnemy(); else TargetLastEnemy(); CastSpellByName("Arcane Shot");end Remove bow then equip again (for Nefarian) Tip: Requires first main bag slot to be clear. /script PickupInventoryItem(18) if ( CursorHasItem() ) then PickupContainerItem(0, 1); else PickupContainerItem(0, 1); PickupInventoryItem(18);end Nefarian, Stage 1 Tip: This should keep you on the right target and firing as quickly as possible. Obviously it's not 100% foolproof, as if Arcane/Multi cooldowns aren't up you'll have to invoke Auto Shot manually. In the end, all you have to do to keep the damage flowing is click/hotkey this button repeatedly and toggle on Auto Shot if it's ever off. /assist PlayerName/cast Arcane Shot()/cast Multi-Shot()/script PetAttack() _ _ _ _ _ _ _ _ _ _ Скинул к нам, чтобы на бурговском ресурсе не затерялись, надеюсь найдете что-либо полезное.На работоспособность не проверялись. Возможно в некоторых макросах не хватает ";" или "end". Будьте внимательны. С английским надеюсь разберетесь. zorlen_hunter.zip
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