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thanks, a few moreFollow

#1 Jan 09 2008 at 7:02 AM Rating: Good
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wow, im very happy with how quickly i received responses to my first post, and thank you to those who helped. i have a couple things im still not clear about, so if anyone has any experience with any of these your help is appreciated. 2,5,6,7 have been answered :)
1.do spells like "silence" also interrupt like "earth shock" or just prevent future cast.
3.can the hunters enemies see his flares? or only friendlys? (if rogues could see them, they could just avoid them?)
4.does draining mana count as damage?, will viper sting break freezing trap? etc.
8.do spells like totemic call reset your mana regeneration counter? (if so, if not used at the right time these spells wouldnt benefit you as much)
thanks again
#2 Jan 09 2008 at 7:10 AM Rating: Good
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Quote:
1.do spells like "silence" also interrupt like "earth shock" or just prevent future cast.

Well the BE racial which is an AoE silence stops a spellcast.


Quote:
3.can the hunters enemies see his flares? or only friendlys? (if rogues could see them, they could just avoid them?)

As a rogue I know you can see enemy hunter flares.


As far as the other questions I have no idea.
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#3 Jan 09 2008 at 7:23 AM Rating: Good
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I just tested #4 and it appears that Viper Sting is breaking my trap.

I'd have to test it more to be 100% sure though.
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#4 Jan 09 2008 at 7:32 AM Rating: Decent
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Regarding viper sting, as far as I know, the initial shot will break a trap but you can trap a viper stinged mob safely.
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#5 Jan 09 2008 at 7:37 AM Rating: Decent
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batboar wrote:
1.do spells like "silence" also interrupt like "earth shock" or just prevent future cast.


Some spells, like Counterspell (Earth Shock too i think) will stop you casting a spell, and stop you from casting spells of that type for a few seconds (for example, if you're casting a fire spell and I Counterspell you, you can't do any firespells, but can still do frost ones)

The Warlock's Felhound has Spell lock, which stops any spell you're casting and silences for for 2 seconds.
#6 Jan 09 2008 at 9:57 AM Rating: Decent
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awesome, thanks a lot. so if the enemy rogue can see my flares, can he not just avoid them. is the point of flare to land one right on top of the rogue?
#7 Jan 09 2008 at 10:02 AM Rating: Decent
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batboar wrote:
awesome, thanks a lot. so if the enemy rogue can see my flares, can he not just avoid them. is the point of flare to land one right on top of the rogue?


I think he can avoid them, but if he goes to near or through them he will show up.

You flare an area you think they maybe in or flare the area you are in so they don't get to stealth up on you.
#8 Jan 09 2008 at 10:08 AM Rating: Good
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Regarding flare, yes, it's visible. And yes, it's easily avoidable. To be effective you have to use it in a place where you are pretty sure the rogue will have to pass, like the ramps at the AV towers.
#9 Jan 09 2008 at 10:15 AM Rating: Decent
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If you're doing a battleground, then the easiest way to **** off a rogue as a hunter is to flare right at the flag and stand close to it. That way if a rogue is trying to sneak up on you and ninja the flag, you'll have the advantage. However, if the rogue notices the flare, you're only delaying him a few seconds because one of two things will happen:
1.) He waits for backup.
2.) He waits til the flare goes out.

Or, if it's a shadowstep rogue, he'll just shadowstep you, which gives .25 seconds of being directly behind you before stealth breaks, which is more than enough time to get a cheapshot in.

But if you take a rogue out of stealth, you 've just removed half of his advantage.

Also, if you have a trap set up and there is a rogue in the area, then try landing that flare really close to the trap because otherwise a rogue is just going to disarm it.
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#10 Jan 09 2008 at 10:17 AM Rating: Good
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Kelnoen wrote:
Regarding viper sting, as far as I know, the initial shot will break a trap but you can trap a viper stinged mob safely.

The way I tested it, I set my trap down, then shot him with Viper Sting to draw him to me.

All 3 times, he broke out of the trap shortly afterwards, right about when the viper sting would have ticked.

Again, I'd have to test it again later, in a safer place, but it appears that Viper Sting breaks the trap.

My hunter is level 70 and the mob was level level 63.
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[wowsig]2262328[/wowsig]
Getaggronoob----lvl 80 Bloodelf Paladin-------Deathhunter--lvl 72 Orc Hunter
Deathgaze-------lvl 66 Undead Warlock-----Deathzsword--lvl 72 Undead Warrior
Sneakypeat---lvl 66 Undead Rogue------Bigginbeefy-----lvl 66 Tauren Shaman
Healmenoob---lvl 72 Undead Priest------Diispet--------lvl 71 BE Mage
Cowmageddon---lvl 80 Death Knight
#11 Jan 09 2008 at 11:03 AM Rating: Decent
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cool, to bad about viper/freezing. anyway, did you see the new patch said more then one target can be effected by freezing trap at a time. usually the traps say "no more then one trap can be active at any one time", that obviously means you cant set a fire trap and a then a frost trap, but can you have someone in a freezing trap and lay a fire trap with them still held?. is the rogues detect traps a passive ability, and does it work well/is it easy to disarm the traps once detected? thanks guys, i would test some of these myself but i have to get my subscription back up, these forums are a comfort for the loss :( lol
#12 Jan 09 2008 at 11:13 AM Rating: Decent
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Rogue's detect trap is a passive ability, and disarm is only a right click away, that is if you don't get too close.
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#13 Jan 09 2008 at 7:35 PM Rating: Default
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batboar wrote:
4.does draining mana count as damage?

As far as I know, only physical damage can break a trap.
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#14 Jan 09 2008 at 7:38 PM Rating: Good
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Draining mana (Viper Sting, Drain Mana, etc.) will break any CC. It's a safety measure... nothing would be as cool as a Mage chain-polymorphing you so his buddy can drain you dry before you come out of the CCs, or a Hunter doing the same with traps and stings.
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#15 Jan 09 2008 at 8:09 PM Rating: Decent
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cool, to bad about viper/freezing. anyway, did you see the new patch said more then one target can be effected by freezing trap at a time. usually the traps say "no more then one trap can be active at any one time", that obviously means you cant set a fire trap and a then a frost trap, but can you have someone in a freezing trap and lay a fire trap with them still held?

The patch notes are referring to how hunter traps used to be. In the previos patch, our particular Freezing Trap was only able to affect 1 target at a time. Meaning that you couldn't lay a Freezing Trap down, wait for your cooldown, trap your mob, and lay one immediately down to trap another mob. You'd get your 2nd mob trapped, but then your first one would come un-done.

Now since the patch, things are back to normal, you can now trap multiple targets again. Lay your Freezing Trap, wait for your cooldown to pop up (remember your traps stay on the ground for a total of 1 minute so you have plenty of time to wait). Pull your targets, and trap one of them, continue to back up (if necessary) and immediately put out your 2nd Freezing Trap, the 2nd mob that was pulled will get caught in that trap. Now you have 2 mobs frozen in place for 20 seconds (normal duration without talents).

Survival Spec'd Hunters can trap up to 4 to show off, but efficiently they can safely keep 2 constantly trapped, or we can keep 3 trapped for a good 20-26 seconds a piece and then resort to keeping 1-2 consistantly trapped afterwards. It all depends on the situation.
#16 Jan 09 2008 at 10:09 PM Rating: Decent
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Thanks again all your the bestest.
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