MéLAnoR
10-01-2009, 07:16 PM
I opened this thread to talk about hunting in ettenmoors both pvp and roleplay wise.If you want to make stupid post of i pwned this i oneshotted that its not the right place.Any aftercoming EULA breaking comment ; harrasments ; naming ;shaming will be reported.
Monster players and other class players are wellcomed as long as they dont rant but make constuctive comments and try to contribute to the class's development in a positive way ( Being more powerfull doesnt mean positive ; a class should be fun ; balanced ; bug free ; devoting to group play and overall advancing the game and community to a much peacefull and fun environment)
What has been changed ; what has been easier what has been tougher?
Different options of traits you prefer?
Items or equipments you find very usefull and must have.
Your personal style of combat play?
Any bugs you have discovered game breaking?
What classes you like to duo ?
What are your basic advises for hunters who want to try a pvp experience or for those who just started playing the class?
etc ..
------------------------------------------
Post mom i visited moors at lvl 55 first and found it extremely dangerous.Thus i delayed my visits till hit lvl 60.
Now i go there from time to time and kill lots of creeps but die a lot too.
My play style is a bit changed now dps is nukewise faster and less creeps escape from my arrows but my suicidal play style didnt change much.
Disabling DF affected pvp positively and now hunters gain more close combat experience which makes them suffer deaths more ferquently as a penalty but there is no reason to worry dieing and no reason to hug stars.
I personally wanted to try huntsmen when i read the dev diary but im disappointed that the set end up pretty useless for both pve and pvmp wise.Should have been a nice solo setup if has some more utility other than autoattacks.
most of the hunters prefer 4 or 5 bowsman for nuke dps since most of the players go solo these days.
In a heavy nuke setup having no in combat healing means you will be the main target of creeps and youre fresh meat.
Post mom i kill much more creeps and distracting shot helps a lot finishing about to escape wargs and other creepsies.
Mercyful shot has become most dangerous and deadly skill and swift bow just delivers killing blows in a stylish manner.
Heartseeker is very hard to use in a right time since most of the time you get interrupts or your pray runs away or use los ( line of sight)
However its a good skill to scare and repel creeps if used wisely.
Burn hot is another skill which you will find hard to timing if your prays are not CCed heavily and its not very power friendly ; you become even more defenceless after you lose all of your power about 20 secs and most of the time you can not use your skills being stunned or mezzed by a carefull spider or warg which knows your gonna kill his friends.
Pre-moria with semi decent bpe and good mitigations vs bad creep dps a hunter can last more than 30 secs against 3 creeps and can find a chance to escape from even more.
but now if you have one warg stunned you and if you re away from your group just 2 creeps are enough to get you since they can break your cc skills which are really hard to use in a close combat against multiple creeps.Briefly you' re dead if you dont get any help when the creeps want you dead.
But if you stand carefully you can still find a way to kill one of those murderers on you and rest in peace.
Traitwise lately i go 4 BM 1HM 2 trapper ; will psot some screenshots later on but i want to try trapper set more often especialy in small fellowship fights.
I tried it once and found it very fun however your dps falls down almost %50 less than a 4 NM set and actually you lose even more dps due to the fact that PS cooldown is enahnced to 30 secs.
the last but not the least ; i find our dps justified ; sure creeps need some buffing but we die a lot and we're really the number one or second targets in the field.Also dps is enhanced globally in moors apart fom some classes like minstrel ; spider and defiller.
A captain can hit 2k + 1.6 k in a row or some other can even hit more than that to a greendot.A champ snare hits for 400.BA has around 1200 damage if wound is not cured and can vital target at rank 7 in 3 escs without any reticule sign.A warg hit my captain friend for 1k ( wargs have nice dps when they stun you ro shred you from behind)
Yes if some of our skills devastate we have chance to oneshot greendots but they re the ones which should be defended by creep comrades and not to be fought at frontlines.
Bas and reavers are pretty fatal dpswise so be carefull against these creeps.Always bring at least 30 wound pots of lvl +60 for a decent 1-2 hour fight.Awalys make sure you cure wounds and snares and make sure you have enough root/ stun pots to deal with spider and wargs.
If you're mezzed and you are alone what happens is this :
You get chain stuns from multiple wargs and spiders which DOES NOT ALLOW YOU TO MOVE A MUSCLE FOR AROUND 12 or more SECS ; heavy dots from bas and heavy unleashed dps from reavers are just killing blow race for creeps.
And you get a nice warband manevuer which just reduces your death even.
Overall a zerg attempt incapacitates you under 10 secs if your lucky you wake up from stuns around 12-13 secs and use a couple skill to root or low cut not to escape but to prevent creeps escape from a nearby freep group if they re on their way.
---------------------------------------------------
Enough for today ; I' ll write more later on.Any wrong statement shall be corrected by fellow forum users to make this thread become in a better shape.
Thanks.
MeL
Monster players and other class players are wellcomed as long as they dont rant but make constuctive comments and try to contribute to the class's development in a positive way ( Being more powerfull doesnt mean positive ; a class should be fun ; balanced ; bug free ; devoting to group play and overall advancing the game and community to a much peacefull and fun environment)
What has been changed ; what has been easier what has been tougher?
Different options of traits you prefer?
Items or equipments you find very usefull and must have.
Your personal style of combat play?
Any bugs you have discovered game breaking?
What classes you like to duo ?
What are your basic advises for hunters who want to try a pvp experience or for those who just started playing the class?
etc ..
------------------------------------------
Post mom i visited moors at lvl 55 first and found it extremely dangerous.Thus i delayed my visits till hit lvl 60.
Now i go there from time to time and kill lots of creeps but die a lot too.
My play style is a bit changed now dps is nukewise faster and less creeps escape from my arrows but my suicidal play style didnt change much.
Disabling DF affected pvp positively and now hunters gain more close combat experience which makes them suffer deaths more ferquently as a penalty but there is no reason to worry dieing and no reason to hug stars.
I personally wanted to try huntsmen when i read the dev diary but im disappointed that the set end up pretty useless for both pve and pvmp wise.Should have been a nice solo setup if has some more utility other than autoattacks.
most of the hunters prefer 4 or 5 bowsman for nuke dps since most of the players go solo these days.
In a heavy nuke setup having no in combat healing means you will be the main target of creeps and youre fresh meat.
Post mom i kill much more creeps and distracting shot helps a lot finishing about to escape wargs and other creepsies.
Mercyful shot has become most dangerous and deadly skill and swift bow just delivers killing blows in a stylish manner.
Heartseeker is very hard to use in a right time since most of the time you get interrupts or your pray runs away or use los ( line of sight)
However its a good skill to scare and repel creeps if used wisely.
Burn hot is another skill which you will find hard to timing if your prays are not CCed heavily and its not very power friendly ; you become even more defenceless after you lose all of your power about 20 secs and most of the time you can not use your skills being stunned or mezzed by a carefull spider or warg which knows your gonna kill his friends.
Pre-moria with semi decent bpe and good mitigations vs bad creep dps a hunter can last more than 30 secs against 3 creeps and can find a chance to escape from even more.
but now if you have one warg stunned you and if you re away from your group just 2 creeps are enough to get you since they can break your cc skills which are really hard to use in a close combat against multiple creeps.Briefly you' re dead if you dont get any help when the creeps want you dead.
But if you stand carefully you can still find a way to kill one of those murderers on you and rest in peace.
Traitwise lately i go 4 BM 1HM 2 trapper ; will psot some screenshots later on but i want to try trapper set more often especialy in small fellowship fights.
I tried it once and found it very fun however your dps falls down almost %50 less than a 4 NM set and actually you lose even more dps due to the fact that PS cooldown is enahnced to 30 secs.
the last but not the least ; i find our dps justified ; sure creeps need some buffing but we die a lot and we're really the number one or second targets in the field.Also dps is enhanced globally in moors apart fom some classes like minstrel ; spider and defiller.
A captain can hit 2k + 1.6 k in a row or some other can even hit more than that to a greendot.A champ snare hits for 400.BA has around 1200 damage if wound is not cured and can vital target at rank 7 in 3 escs without any reticule sign.A warg hit my captain friend for 1k ( wargs have nice dps when they stun you ro shred you from behind)
Yes if some of our skills devastate we have chance to oneshot greendots but they re the ones which should be defended by creep comrades and not to be fought at frontlines.
Bas and reavers are pretty fatal dpswise so be carefull against these creeps.Always bring at least 30 wound pots of lvl +60 for a decent 1-2 hour fight.Awalys make sure you cure wounds and snares and make sure you have enough root/ stun pots to deal with spider and wargs.
If you're mezzed and you are alone what happens is this :
You get chain stuns from multiple wargs and spiders which DOES NOT ALLOW YOU TO MOVE A MUSCLE FOR AROUND 12 or more SECS ; heavy dots from bas and heavy unleashed dps from reavers are just killing blow race for creeps.
And you get a nice warband manevuer which just reduces your death even.
Overall a zerg attempt incapacitates you under 10 secs if your lucky you wake up from stuns around 12-13 secs and use a couple skill to root or low cut not to escape but to prevent creeps escape from a nearby freep group if they re on their way.
---------------------------------------------------
Enough for today ; I' ll write more later on.Any wrong statement shall be corrected by fellow forum users to make this thread become in a better shape.
Thanks.
MeL