@ Kalgan
by Andeatha | 09/10/2006 21:09:55![]() Because the other thread is already locked, I figured we would start another one to continue the discussion. Kalgan my question to you is: 1. How will steady shot work? You already posted that it is the shot that is suppose to be woven in to our shot rotation. But with no cooldown, how will it affect our auto shot timer? Other hunters continue with your questions here |
by Kalgan | 09/10/2006 21:23:04![]()
Essentially it works similarly to the way Aimed Shot works in today's game. If you're in the middle of a Steady Shot when your shot timer comes up, it won't fire until your Steady Shot is finished. So, it's to your advantage to get your steady shots in nicely in-between your normal shots. Also, since Arcane Shot does a bit more damage than Steady Shot (unless the target is dazed), you'll generally favor Arcane Shot over Steady Shot when it's available. [ Post edited by Kalgan ] |
by Kalgan | 09/10/2006 21:25:46![]()
Misdirection doesn't change your target, it simply changes who the threat is going to. So, imagine you're firing away, you click misdirection (and get the spell glove to target a party/raid member), click on the person you want the threat to go to, and for your next 3 shots all the threat generated by those shots is added to that party/raid member. |
by Kalgan | 10/10/2006 01:37:11![]()
1. Aimed Shot's cooldown should not be affected by the weapon's delay. This is bug that will be corrected. 2. Kill Command actually already scales (just not in an obvious way). First, as your crit % goes up, you'll be able to use it more often. Second, since it's an instant attack for your pet, its damage goes up as the pet scales with your gear improvements (the ability deals pet damage + the "an additonal" bonus listed in the tooltip). 3. Mongoose Bite does scale based on your melee attack power in the expansion. 4. Arcane and Steady shot scale with your attack power rather than your weapon damage so as not to overemphasize weapon speed (while we don't mind having slow or fast weapons have abilities/talents that favor one or the other slightly, we don't like being in a place where fast weapons are considered drastically inferior to slow weapons). 5. Noted, although I suppose everyone would like for their weapons to scale more quickly, wouldn't they. ;] 6. We actually gain several viable stat combinations that you haven't mentioned (ie: AP/Crit, Agil/Crit, in addition to +hit rating and +crit rating being more comparable to agility on a point-for-point basis than they were before). 7. This is described in more detail in one of the other threads I posted in. In summary, only the actual creatures that resist feign death will completely ignore its effects. 8. Yes, this has been under consideration for some time now and has not yet been ruled out. No promises though. 9. We hope to be more clear about what effects should and should not affect Ranged Attack Power. However, that doesn't mean that all melee attack power buffs will be extended to affect ranged attack power (otherwise there wouldn't be much point to having them as different stats). |


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