View Full Version : hunters - IWT facing target problems
boxblizzard
09-03-2020, 11:52 AM
Dear All,
I started a new team to experiment with healer + x4 hunters
Now hunters i believe work the other way round by design than a spell caster, this is causing mayhem for the team with IWT - facing targets, with out of the box isboxer IWT face target.
Please advise how to solve hunters facing targets further than 5-yards, this works only for close range due to class in-game mechanics.
I am having to move the team via follow which is terrible for changing target directions etc, no good for pvp.
Do i need to make them move camera?
Please advise?
Please note - when i am NOT in combat, facing targets work, but when i am engaged in combat, IWT facing targets then go limited to melee for hunters only, casters no issues.
Wubsie
09-03-2020, 03:31 PM
Short answer: there is no real fix. Most casters and Hunters get the short end of the stick when it comes to IWT. This is why essentially no one plays them in PVP anymore.
boxblizzard
09-03-2020, 06:31 PM
Short answer: there is no real fix. Most casters and Hunters get the short end of the stick when it comes to IWT. This is why essentially no one plays them in PVP anymore.
so basicly this is working as intended...................so really my alternative solution would be rolling locks instead of hunters? :(
I will keep my resto, and start up 4 warlocks, fustrating! As the hunters are disgustingly bad ass
nodoze
09-03-2020, 07:47 PM
I will keep my resto, and start up 4 warlocks, fustrating! As the hunters are disgustingly bad assYeah Hunters are still really fun for PVE but not really ideal for PVP except maybe Night Elf Ambush teams.
Mages don't care about facing when focusing on AoE and Warlock DoTs make them more forgiving. If on a Warlock you want to make sure you are facing a target (like a Rogue trying to backstab you) I remember at least the Warlock Drain Soul spell keeping my locks always facing their target. I had a much higher Rogue taunting me to attack him in a safe zone and it was actually pretty fun sending all 4 pets on him and doting him up and fearing him and/or otherwise facing him continuously while he melted. He did kill one of my characters a few times but my graveyard was much closer and I think he finally gave up after getting killed 7 or so times...
boxblizzard
09-03-2020, 07:54 PM
Yeah Hunters are still really fun for PVE but not really ideal for PVP except maybe Night Elf Ambush teams.
Mages don't care about facing when focusing on AoE and Warlock DoTs make them more forgiving. If on a Warlock you want to make sure you are facing a target (like a Rogue trying to backstab you) I remember at least the Warlock Drain Soul spell keeping my locks always facing their target. I had a much higher Rogue taunting me to attack him in a safe zone and it was actually pretty fun sending all 4 pets on him and doting him up and fearing him and/or otherwise facing him continuously while he melted. He did kill one of my characters a few times but my graveyard was much closer and I think he finally gave up after getting killed 7 or so times...
warlocks are doing the same IWT issues as hunters, is this correct? surely i am not forced to move away from classes with pets....
Interact with Target Class Behavior
Death Knight
No Restrictions
Demon Hunter
No Restrictions
Druid
No Restrictions
Hunter
Runs into Auto-Shoot Range / Turns in Melee
Mage
Runs into Wand Range / Turns in Melee
Monk
No Restrictions
Paladin
No Restrictions
Priest
Runs into Wand Range / Turns in Melee
Rogue
No Restrictions
Shaman
No Restrictions
Warlock
Runs into Wand Range / Turns in Melee
Warrior
No Restrictions
So there we have it, hunters and locks are not optimal and will create extra steps creating problems.
I am really down about this, ive not had this problem previously as ive always avoided hunter and locks by chance but not for any other reason. Only now after many years i hit a brick wall.
oh dear indeed..... :(
nodoze
09-03-2020, 08:42 PM
So there we have it, hunters and locks are not optimal and will create extra steps creating problems.
I am really down about this, ive not had this problem previously as ive always avoided hunter and locks by chance but not for any other reason. Only now after many years i hit a brick wall.
oh dear indeed..... :(As mentioned above it doesn't affect Locks much as you don't need to face your target to apply DoTs, nor Fears, nor AoEs, nor sending Pets so a 4LP is minimally impacted by IWT when you focus on your strengths.
Also if a Warlock sends their pet on a target they can easily face their target for no mana by quickly stopping a channel of Rank 1 Health Funnel (easy to do even if all 4 warlocks were sent in 4 different directions and you are discombobulated). There may be other ways but that is at least one way I remember testing successfully with Warlocks to get them to consistently face targets (I can''t remember for sure if Hunters can do something similar).
boxblizzard
09-04-2020, 05:01 AM
As mentioned above it doesn't affect Locks much as you don't need to face your target to apply DoTs, nor Fears, nor AoEs, nor sending Pets so a 4LP is minimally impacted by IWT when you focus on your strengths.
Also if a Warlock sends their pet on a target they can easily face their target for no mana by quickly stopping a channel of Rank 1 Health Funnel (easy to do even if all 4 warlocks were sent in 4 different directions and you are discombobulated). There may be other ways but that is at least one way I remember testing successfully with Warlocks to get them to consistently face targets (I can''t remember for sure if Hunters can do something similar).
Yes I do remember long ago using some abilities force facing targets, just never revised it. This is interesting, I will keep an open mind for the locks and won’t completely abolish.
thanks for the input, I believe there is no solution for the hunters except moving keys etc
this a big problem for close encounters in PvP or close pve scenarios in say a dungeon where you might be always switching new facing targets , e.g SFK, castle/fort mesh buildings where hunters cannot switch and be in range.
i have tried warlocks and the pets and mechanics work in favour without IWT, so i have rerolled locks instead of hunters, no burst but happy enough!
nodoze
09-04-2020, 11:28 AM
i have tried warlocks and the pets and mechanics work in favour without IWT, so i have rerolled locks instead of hunters, no burst but happy enough!Great to hear. Generally I also found it not to be much of an issue for warlocks if you focus on their strenghts.
If you do focus on world PVP or content where you get feared a ton and all spread out in different directions you can add a hot key for the Health Funnel trick to get them all to face the same enemy target mob/player with the pets on them. You do need to be facing your target if you want to cast some channeled spells, immolation, &/or direct damage spells so "quick health funnel" is a nice hot key to have in your bag of tricks...
boxblizzard
09-04-2020, 02:12 PM
Great to hear. Generally I also found it not to be much of an issue for warlocks if you focus on their strenghts.
If you do focus on world PVP or content where you get feared a ton and all spread out in different directions you can add a hot key for the Health Funnel trick to get them all to face the same enemy target mob/player with the pets on them. You do need to be facing your target if you want to cast some channeled spells, immolation, &/or direct damage spells so "quick health funnel" is a nice hot key to have in your bag of tricks...
yeah thanks I had this in mind as I have played around with it before it would be really essential later. I will be doing world PvP etc so it’s going to be important to manage charm/cc etc
I have grouped a resto shaman with the locks so give tremor
etc
so far I have found the team stronger than hunters for pve which I am really impressed with but PvP is unknown for me with this combo. Time will tell!
thanks for everyone who replied to the thread I am on a path of good times with this team.
Purpleflavor
09-04-2020, 07:49 PM
Great to hear. Generally I also found it not to be much of an issue for warlocks if you focus on their strenghts.
If you do focus on world PVP or content where you get feared a ton and all spread out in different directions you can add a hot key for the Health Funnel trick to get them all to face the same enemy target mob/player with the pets on them. You do need to be facing your target if you want to cast some channeled spells, immolation, &/or direct damage spells so "quick health funnel" is a nice hot key to have in your bag of tricks...
bruh that's good stuff
nodoze
09-05-2020, 11:41 AM
bruh that's good stuffThanks and glad to help. The health funnel trick gets you to face your target at that point time but won't keep you facing your target if it is on the move (unless you keep your pet on it and redo the trick). There is another action you can do to stay/keep facing your target no matter how fast they move around you...
One other tip buried 0n the discussion above is that once you are at least somewhat facing a target (target in front 180 degrees) you can make sure you stay facing your target even if it tries to run behind you by casting the Warlock Drain Soul spell (and possibly other spells like that).
When a higher level rogue kept taunting me to attack him (I was in a lower level safe zone) I sent all 4 pets on him and then dotted him up and then cast Drain Soul on him as a final/last dot. He kept trying to get behind me to kill my locks but could not because Drain Soul kept me facing him (my locks kept spinning real fast so he could not get behind them). Less useful if you are trying to be mobile/run but in my case I don't generally like to move my team a lot and I was just killing him over and over till he left.
boxblizzard
09-05-2020, 01:41 PM
Thanks and glad to help. The health funnel trick gets you to face your target at that point time but won't keep you facing your target if it is on the move (unless you keep your pet on it and redo the trick). This is another action to stay facing your target...
One other tip buried 0n the discussion above is that once you are at least somewhat facing a target (target in front 180 degrees) you can make sure you stay facing your target even if it tries to run behind you by casting the Warlock Drain Soul spell (and possibly other spells like that).
When a higher level rogue kept taunting me to attack him (I was in a lower level safe zone) I sent all 4 pets on him and then dotted him up and then cast Drain Soul on him as a final/last dot. He kept trying to get behind me to kill my locks but could not because Drain Soul kept me facing him (my locks kept spinning real fast so he could not get behind them). Less useful if you are trying to be mobile/run but in my case I don't generally like to move my team a lot and I was just killing him over and over till he left.
I believe i can report back on this in STV lol
boxblizzard
09-07-2020, 05:04 PM
after releveling a new team, the warlocks after the hunters hitting a IWT issue that will kill me in pvp, the new team i have found in dungeons dps/general tactical mechanics and general tanking worse than the hunter group after getting to thier matched level. The hunters blow the competition away but they are not going to work in pvp.
So i have decided to withdraw from the warlock team and hunter team, and do the fail-safe team and roll with it to the end. the shaman x5,(my original team i moved away from to try something different) with a dedicated healer. i wanted pets for the control aspect but unfortunately game mechanics prevent me for having what works for me.
So i have grinded for past 10 days 3 different teams up to lvl 25 to find the original team i always did was actually,simply the best in the end.
i dont think any other team has matched the overall effectiveness of a shaman group, and whats very important is IWT, facing targets. i have many tools in pvp with them and movement.
its been a horrible grind but the truth is, original is always the best!
nodoze
09-08-2020, 09:30 AM
after releveling a new team, the warlocks after the hunters hitting a IWT issue that will kill me in pvp, the new team i have found in dungeons dps/general tactical mechanics and general tanking worse than the hunter group after getting to thier matched level. The hunters blow the competition away but they are not going to work in pvp.
So i have decided to withdraw from the warlock team and hunter team, and do the fail-safe team and roll with it to the end. the shaman x5,(my original team i moved away from to try something different) with a dedicated healer. i wanted pets for the control aspect but unfortunately game mechanics prevent me for having what works for me.
So i have grinded for past 10 days 3 different teams up to lvl 25 to find the original team i always did was actually,simply the best in the end.
i dont think any other team has matched the overall effectiveness of a shaman group, and whats very important is IWT, facing targets. i have many tools in pvp with them and movement.
its been a horrible grind but the truth is, original is always the best!I almost hate to say it but did you try 4MP?
It has been praised as pretty much the best composition for both PVP and PVE with uncapped AoE damage and the highest burst of any team. It is the best team for wiping an entire enemy raid (just in ghost form all rezzing at the same time and popping LIFS & sappers and just spamming AoEs till everyone is down can even wipe an entire raid with world buffs).
The comp gets it's main spell Arcane Explosion at 14 and rank 2 at 22 so it would be easy to get a feel for the main play style (level by gathering small to medium clumps and AE them down mostly avoiding bosses to cap and once at cap you just use your huge burst cool-downs+trinkets to smoke bosses). It should be the fastest team to level to 25 if you want to compare apples-to-apples with your other compositions. It is also one of the easiest to level from the standpoint that you have free food/water that you can create quickly on 4 characters and just trade once to fill up the Priest and go... The one thing I hate about 4MP is not having a Warlock for the utility but you have 4LP team past 20 already so you can place Warlocks wherever you need them to summon your around the world and soul-stone your Priest before you start your run. For example parking 2 Warlocks+Alt near a dungeon can get your 4MP team there quickly... I use Warlock alts for this even when I have one or more Warlocks on my team... For example I parked a level 20 warlock and two level 1 rogue alts at SM to allow my team to get full rest between grinding sessions (including my higher Warlocks that I was leveling to 45 there).
Many people swear it is the fastest to both level with and to clear all end game dungeons with and can do all bosses once in pre-raid BiS but even if it can't you can always power-level a single Tank to flesh out a tank-and-spank option. Even if you don't want to learn the blizzard-kiting power leveling stats (or don't like them once you try/learn them) worst case you farm gold with 4MP and pay to have your PVE Tank power-leveled quickly...
strokes
09-08-2020, 09:46 AM
MMMMP is the SSS tier of dungeon farming. Nothing even remotely comes close for ease of leveling.
MMMMP using only holy nova, arcane explosion, conjure water, and drink is more effective than practically ever other team. The gap widens when you actually put effort into playing well.
boxblizzard
09-09-2020, 03:36 AM
I almost hate to say it but did you try 4MP?
It has been praised as pretty much the best composition for both PVP and PVE with uncapped AoE damage and the highest burst of any team. It is the best team for wiping an entire enemy raid (just in ghost form all rezzing at the same time and popping LIFS & sappers and just spamming AoEs till everyone is down can even wipe an entire raid with world buffs).
The comp gets it's main spell Arcane Explosion at 14 and rank 2 at 22 so it would be easy to get a feel for the main play style (level by gathering small to medium clumps and AE them down mostly avoiding bosses to cap and once at cap you just use your huge burst cool-downs+trinkets to smoke bosses). It should be the fastest team to level to 25 if you want to compare apples-to-apples with your other compositions. It is also one of the easiest to level from the standpoint that you have free food/water that you can create quickly on 4 characters and just trade once to fill up the Priest and go... The one thing I hate about 4MP is not having a Warlock for the utility but you have 4LP team past 20 already so you can place Warlocks wherever you need them to summon your around the world and soul-stone your Priest before you start your run. For example parking 2 Warlocks+Alt near a dungeon can get your 4MP team there quickly... I use Warlock alts for this even when I have one or more Warlocks on my team... For example I parked a level 20 warlock and two level 1 rogue alts at SM to allow my team to get full rest between grinding sessions (including my higher Warlocks that I was leveling to 45 there).
Many people swear it is the fastest to both level with and to clear all end game dungeons with and can do all bosses once in pre-raid BiS but even if it can't you can always power-level a single Tank to flesh out a tank-and-spank option. Even if you don't want to learn the blizzard-kiting power leveling stats (or don't like them once you try/learn them) worst case you farm gold with 4MP and pay to have your PVE Tank power-leveled quickly...
I have not considered this setup before, historically I have run priests with great results but raw damage or sudden onset I found can kill off a member quickly if on cd.
don’t get me wrong I found warlocks to solo with more reliable and stable just the damage was not brutal enough in some fights but I had the power to live for a long long time.
the other issue was fear, the totems for me will be the ticket, also I found shaman aoe from CL and fire totems was mental along with round robin Tauren stomps to create hell on earth for melee.
i used to run a team of mages for farming from memory and it was fun, but I worry about squishyness. I prefer for the passive mail and shield with totems to prevent ranged damage.
main thing was being able to burst few people dead in 2 seconds before I get cc’d or worked on. the chain lighting and shocks make it instant kill, chain healing also a nice touch with mana totems etc
i have made a lot of teams so I will put the 4mp into consideration, I’ve just ran shaman for too many years and they are great but I like to mix it up!
MMMMP is the SSS tier of dungeon farming. Nothing even remotely comes close for ease of leveling.
MMMMP using only holy nova, arcane explosion, conjure water, and drink is more effective than practically ever other team. The gap widens when you actually put effort into playing well.
agreed, done this 10 years ago, it’s crazy good lol
through my goal is burst, protection and kill or be killed. PvP then pve, that order.
the shaman just burst bosses
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